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Author Topic: 7 days to die  (Read 25264 times)

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Offline Sandman[SA]

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Re: 7 days to die
« Reply #15 on: May 11, 2014, 12:14:38 am »
Since I was at it, I made a few items craftable that were not before.  Examples: Auger and Chainsaw.  Yup, you can in fact make them now.  I even made a good use for the white flower.  You can use it in place of corn meal to make grain alcohol.  Here are a list of other changes I have made.

Lowered cook times on grain alcohol and antibiotics from 300 to 30. 
Lowered cook times on bottled water from 20 to 10.
Lowered cook times on golden rod tea from 30 to 15. 
Increased create gas can from grain alcohol from 1 to 6.
Moonshine has been removed from the game completely so no more moonshine.  Sorry. 

Please feel free to post some suggestions.



Anyway, here in this attachment are the recipes and the recipe.xml.  Which I might add, has the barnwood fix as well which still plagues 8.2.
« Last Edit: May 23, 2014, 10:28:38 pm by Sandman[SA] »


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Re: 7 days to die
« Reply #16 on: May 12, 2014, 02:13:33 am »
Wait .. you can CREATE your OWN recipes now??
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Re: 7 days to die
« Reply #17 on: May 12, 2014, 02:19:56 am »
I just noticed a crafting conflict in alpha 8.1 between barnwood and redwoodplank.  They have the same recipe.  Here is how to fix.

Go to Steam\steamapps\common\7 Days To Die\Data\Config and edit the recipes.xml with metapad or something similar.  Find the section for barnwood.  It should look something like this.

Code: [Select]
    <recipe name="barnWood" count="8" scrapable="False" craft_time="5" >
        <ingredient name="woodPlank" count="1" grid="-1, -1"/>
        <ingredient name="woodPlank" count="1" grid="0, -1"/>
        <ingredient name="woodPlank" count="1" grid="1, -1"/>
        <ingredient name="woodPlank" count="1" grid="-1, 0"/>
        <ingredient name="plantChrysanthemum" count="1" grid="0, 0"/>
        <ingredient name="woodPlank" count="1" grid="1, 0"/>
        <ingredient name="woodPlank" count="1" grid="-1, 1"/>
        <ingredient name="woodPlank" count="1" grid="0, 1"/>
        <ingredient name="woodPlank" count="1" grid="1, 1"/>
    </recipe>

Change it to this.

Code: [Select]
    <recipe name="barnWood" count="4" scrapable="False" craft_time="5" >
        <ingredient name="woodPlank" count="1" grid="0, -1"/>
        <ingredient name="woodPlank" count="1" grid="-1, 0"/>
        <ingredient name="plantChrysanthemum" count="1" grid="0, 0"/>
        <ingredient name="woodPlank" count="1" grid="1, 0"/>
        <ingredient name="woodPlank" count="1" grid="0, 1"/>
    </recipe>

If your already in game while making this change, you will have to exit the game and relaunch it for the change to take effect.

I have attached my fixed recipes.xml incase you can't do it yourself.

Ha much like how in a previous update the wooden pole and the wooden pillar were the exact same recipe until they fixed it 2 updates later? Wonder how long it will take them to fix this one. But I had no idea you could change the recipe yourself. This must be because it is still in Alpha and in development mode that you are able to do this.  Most likely this is not intended to be for normal game use.


P.S. That moonshine recipe makes sense and finally gives a use for the white flowers like how the yellow flowers make tea.
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Offline Sandman[SA]

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Re: 7 days to die
« Reply #18 on: May 12, 2014, 08:47:40 pm »
Well, I don't see them changing the method that they use to manage basic recipes.  At least, not anytime soon anyway.  They did change the recipe method for making ammo and some weapons though.  You have to collect the appropriate books in order to access those recipes now and that's hard coded.  But the basic stuff is simple scripts that I can easily understand.  The only tricky part is learning the grid pattern.

But as far as the recipes that I had created, I couldn't think of anything else that could or should be used to craft those items.  Resources are limited so I picked items that are commonly found just to make it easier.  But check this out.  There is a recipe in there to make cans of gas using 11 grain alcohol.  You can make alcohol by cooking corn meal and water in a beaker.  It's not a good idea to drink that stuff though because it rob you of health even more then eating uncooked meat.


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Offline Sandman[SA]

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Re: 7 days to die
« Reply #19 on: May 22, 2014, 11:49:44 pm »
Well, it looks like they finally removed moonshine from the game so my recipe for it is not going to work in patch 8.2.  But no worries, I will re-do it to remove that and possibly tweek the recipes for augers and chainsaws.

Check this post for my updated recipes.
http://www.killerz.dns2go.com/smfbb20/index.php?topic=51.msg405#msg405
« Last Edit: May 24, 2014, 04:00:08 pm by [IA] KT KaBo0M »


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Re: 7 days to die
« Reply #20 on: May 24, 2014, 04:00:47 pm »
So you still are able to create the recipes?
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Offline Sandman[SA]

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Re: 7 days to die
« Reply #21 on: May 24, 2014, 05:00:32 pm »
Yup. sure can.


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Re: 7 days to die
« Reply #22 on: May 25, 2014, 10:52:22 pm »
Well, I spent a lot of time building a new house in 8.2.  But since they botched the coop system, I can't show anyone ingame so I will post shots here.


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Offline Sandman[SA]

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Re: 7 days to die
« Reply #23 on: May 25, 2014, 10:58:04 pm »
And here are some more.


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Offline Sandman[SA]

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Re: 7 days to die
« Reply #24 on: May 25, 2014, 10:59:26 pm »
Here are the rest of them.  Damn file size limitations!  :duh:


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Offline KT 💣 KλBoƠM

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Re: 7 days to die
« Reply #25 on: May 28, 2014, 03:12:44 am »
Glad you shared them. You are getting more creative the more times you have to rebuild a house with every update lol. We will have to see if they fixed the issue yet since you said a lot of people had posted saying they were having the same issue as us.
« Last Edit: May 28, 2014, 03:14:56 am by [IA] KT KaBo0M »
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Offline Sandman[SA]

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Re: 7 days to die
« Reply #26 on: May 28, 2014, 09:51:42 pm »
I was still getting that console error "unable to connect" but I had someone join me last night so maybe it's been addressed by now?  Who knows.


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Re: 7 days to die
« Reply #27 on: June 04, 2014, 08:20:51 pm »
just testing android os.


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Re: 7 days to die
« Reply #28 on: December 31, 2014, 11:41:35 am »
It was fun playing with you last time but I still wish we could do try Godmode. :( oh well. Looks like it is only "flying" (which is really just noclip).

I found it interesting the changes with the map and the addition of the compass and the removal of the mini map.

Found a video from 7DTD version Alpha 10:



I was surprised however when we put no zombies and the zombies still spawned once the area we were staying in became "hot" (as described in this video).

Here is the next part where I learned you can use a torch as a weapon now. Did you know that Sand?

« Last Edit: December 31, 2014, 11:53:18 am by [IA] KT KaBo0M »
KaTiE 💣 KaBo0M!

Motherboard: MSI bazooka b360m MATX (MS-7B24)
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Monitor: 24 inch Dell ST2420L(HDMI) 1920 x 1080 @ 60 Hz
Case: Apevia X-HERMES-BL ATX Mid Tower PC Gaming Case with 5 2 Fans, Large Blue Tinted Side Window, Front USB2.0/USB3.0/Audio Ports, Hard Drive Hot-Swap Bay - Black/Blue

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Offline Sandman[SA]

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Re: 7 days to die
« Reply #29 on: December 31, 2014, 02:56:04 pm »
Well, I have used a torch as a weapon before because they use to not take any damage so you could use it as one forever.  But last I checked, torches take damage now so.....


Motherboard: ASUS ROG Strix Z390-E Gaming
CPU: Intel Core i9-9900K
GPU: Powercolor Liquid Devil RX 6900 XT
RAM: 65536 Mb G-Skill Trident-Z DDR4 @ 3,200 MH
Storage: WD Black SN750 1Tb PCIe Gen 3 NVME M.2 Main.  Corsair MP510 4Tb PCIe Gen 3 NMVE M.2 Secondary. 
Monitor: Dual 34-inch 1800R Curved LG Ultrawide 3440 x 1440 @ 160 Hz QHD IPS
Case: Lian-Li 011 Dynamic XL Case (black) with 7 Lian-Li Unifan SL120 V2
Cooling: EKWB full custom water-cooling loop with 2 360mm radiators

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