@@GunsNerdsandSteel myself and Dragonwolf1982 are working on a Dye, Bedroll, Storage boxes and More Modlet Which adds Different colored bedrolls,Dyes to Loot and Changes the color on the boxes but the text stays that color once upgraded It was originally Dragonwolf's Intention to keep this modlet going We've also got a Fallout Version of it that We wrote for another content creator that turned into an Overhaul mod which I'm currently working on As i type this message, I also Like the Unlimited Party Mod (its an a17 mod that still works in 1.0) That Removes the party cap of 8 people to a party so Everyone on a Multiplayer server can be in one party I figured you'd want to Check out the Unlimited Party mod to help others That Play 7 days to die Multiplayer
definitely going to use that Craft from Containers mod, it's 2024 we don't have enough time left on earth to be rooting around in 30 friggin storage containers to make a hobo stew
Now don't get me wrong, I'm super happy for TFP to have put in all this time and have their project still have such a loyal and passionate fanbase. It shows that people (myself included) really believe in this project and want to see it succeed. But it's wild to me that a company can take 12 years to cobble together a cohesive zombie survival crafting experience, only for handful of modders to go ahead and crank out additional content and quality of life improvements in a fraction of the time. Honestly maybe if TFP hire a few more of these guys, their next project won't take more than a decade to complete.
Creating mods, though difficult in their own right, are child's play when compared to the complexities of a full-fledged game that must work with hundreds of PC configurations. Day and night difference. Large game studios take 3 to 4 years to develop games with a team of hundreds. TFP started very small and have grown their team since.
@@mrurquhart9138 7 days is made to be extremely easy to mod and add / expand / reuse already existing items and systems for new content. Nowhere nearly as hard as it is to design and develop such systems in a first place.
@@shawn4990it's made much easier when you use a predetermined game engine. TFP are just not great developers, being totally honest. Their productivity is very poor, and their ability to stay on track with any plans is even worse.
@@kerpackie And yet nobody in the world have done a game like this, with as many freedom for creativity, destruction and survival with such graphics. TFP created it, modders use it to add or change things they want, because they have time, they set priorities by themselves under nobody's supervision, that's why it seems fast. After 12 years, they still developing it, not abandoning and it went a long way to look really well with resources they had. Sure I don't agree with all changes TFP do and there are things to improve, like anywhere else, but most people's default nature is always to remember bad things and forget good, positives ones. There is no better time than now, with all the software, with all the opportunities, with all computing power we have, to create a game you want and desire.
That's true in any game though; modding inherently takes less time when any one mod is (usually) only dedicated to changing one small aspect of the game because the devs have to test every single part of the game, engine, etc. every time something's added to the base game just to get to that base game. Of course you can mod a small part of the game much faster when you're already given the stable game, engine, etc. to start with. You'll notice though that any of the "complete overhaul" mods that completely change games similarly take months or years of development like the much hyped Fallout London mod for Fallout 4 that got delayed indefinitely as soon as Bethesda announced the Next Generation update. Modders also have little or no red tape to deal with or creative differences amongst the team; they can just create whatever they want when they want how they want. Devs have to deal with all of that.
@GunsNerdsandSteel Thank you so much for liking my Enhanced HUD mod and featuring it in your video. Beside the HUD enhancement, I have also added some QoL improvement features in the Inventory/Player info screens, just to make life easier for all players. 😊
Ok maybe a dumb question, but Can I add these mods to regular 7 days and play multiplayer with friends OR do I still need to make a copy of my 7 days file and put the mods in there as if I was playing say Darkness Falls? so we would all have to mod up a 7 days to all play?
@@richardbrewer4466 Yes, you can just add the mods to the mod folder of your existing game, and they should work without needing to copy the game or starting over. For multiplayers, many of them should only need to be loaded getting the server only, but some may need each player upload to the games too (my HUD mod is server side only). It is best to check out each mod page to confirm the requirements
Just a FYI on the auto-claim challenges. Wearing any form of XP boosting item affects the XP gained from these. So for some of you, you might like to not claim them and wait for nerdy hat and whatever other buffs you can get your hands on and then mass claim
@@GunsNerdsandSteel I had 17,000xp to gain from unclaimed challenges, tier 6 nerdy headgear, treasure hunter mod and grandpa's learning elixir, that increased to 22,100xp in total.
Another point about those challenges is that the double rewards perk in intelligence also applies to those when you turn them in to the traders, so you might actually want to hold off on completing them until you have that perk active, with a much higher loot stage to boot.
i would have thought that the earlier you get your skill points the faster you can reap the benefits from them. eg., getting an extra point into a skill before finding books in the first town is pretty huge. but good to know all the same.
@@ropuchamexicka5358 Thank you very much! I just finished making a very zombie-centric POI which will be out very soon and then I'm moving on to finishing Double G Zombies 2 along with Double G Zombies 1 Remastered with updated textures, alternate skins and some special effects for the Feral FireFighter.
Thanks for the recommendations! Tried the enhanced HUD when I saw it a couple of days ago, but I still prefer the feel of AGF's HUD mod, which comes with an enemy health bar and other stuff as an add-on. Lootbag Increase Timer, Craft From Containers (outdated now but there are new mods adapted from this like "Craft from containers 1.0" and "1.0 Beyond Storage"), Quickstack, and ocb mods are mainstays for all of my runs even prior to 1.0 There's also a No Zombie Rage mod which removes the DestroyArea behavior of zombies, so we can be free from the chains of using the meta of high rise horde bases (I swear every content creator I watch are using those kinds of bases) and just build however we really want. Sadly this 1.0 update had me lagging on the new Tier 5 PoIs (7 Days Suites had me on 25-30 fps regardless of graphic setting), while I'm getting good fps everywhere else (90-120 on medium-high settings with FSR on) as long as I'm not looking directly at those new PoIs.
Really have enjoyed the Beautiful Bases and Dew Collector mods in earlier versions. Glad to see they made it to 1.0. I've tried other weather mods with mixed success, so I'll give this one a try on my next run. Thanks for all you do.
Quickstack and stop fuel waste are my default must have mods. Been experimenting with mods in the appdata folder recently, some play nice, others not so much. I started using SyncThing to sync my saves/worlds between two machines and syncing the mods folder is next on my todo list, since I switch between two machines often, this saves me the effort of managing both manually.
I use all three of your mods. It took a couple days of lazy play to get most of my load order confirmed working in 1.0. The parts that were too much were what you expect, things like NPCs and locks and armor. But for example, it took 10 minutes to set the new armor sets' mod slots to the same as quality, just cut/paste/edit for nodes. A lot of other stuff needed no change at all. I will say that - frames notwithstanding - the game does seem to be a little smoother than the last Alpha. I also really like the RWG performance and motifs, though I wonder at how trader progression breaks for tweaking the settings.
My favourites from your list are: Weather mod, craft from container, and Stop Fuel Waste. If I change the duration of day/night I find the Lootbag Increase Timer necessary. One that I hope will arrive at version 1.0 is either the Picture In Picture Scopes or DLX Weapons Fix.
Something I would like to see (although I doubt it's possible to do) is to create a "bait" system which affects how mobs approach your base. As someone who likes to go bunker mode in to a mountain and roleplay as a "last bastion of humanity", it's always annoying that, no matter how much effort you make a tunnel entrance the best way in to your bunker, they'll always dig their way in from every other direction. Even when I go in creative mode and do several layers of steel or titanium (DF) to make the entrance the best option they'll still dig down and around. The only dependable option is to not recess your bunker too far in but then it's less of a bunker and more like a closet and even if you go too far down within that footprint then they'll just dig down to the bottom like usual anyway.
I definitely need the craft from containers mod. Not sure how it could be considered cheating. You still have to gather all the resources. Literally all it does is cut out the tedious running back and forth between storage containers and workbenches.
You're a great content producer. You provide interesting content, you link things well in your description, your pacing is good. You can tell you've put a lot into your channel.
Also fun fact for anyone, if you use the fuel mod one where it keeps going, it can cause errors and crash your game. Turn it off and so far all other mods have been working fine, I’m not only one that ended up having the issue with the fuel one but yeah keep it in mind.
Was really excited to see OCB Stop fuel waste on the list. It's one of my favs and I've been waiting for it's update. Unfortunately it does NOT seem to be updated for A22 (1.0). They updated the code for A21 the day before 1.0 came out, but I'm still getting errors from it after reloading a game with that version of the mod loaded.
Yea just had bunch errors pop up in my game so removed 1/2 mods and retried did it several time till I found it was this mod. Seems it works as long as don't have fire running when log out or go out of render distance and come back...Which kinda of defeats the purpose of mod it works as long as don't leave base...
Thank you for doing the work. I installed 3 mods and was getting the console constantly popping with errors. Was about to start putzing with it but figured someone else had to have had an issue.
I tried, and loved most of these mods, but had to remove the Stop Fuel Waste mod. It worked great in the campfire, but when I add a Forge, I got the exc typeloadexception: could not resolve type with token 01000025 error every 5 seconds.
Great list of mods Tem! Did not realise QuickStack was already updated for 1.0! Its a must have for me! That said, OCB's Stop Fuel Waste was probably working for 1.0 (B309), but since the minor update to 1.0 (B313), its been kinda broken now. Pops up a continuous line of error messages. Will probably need to wait for it to be updated.
@@GunsNerdsandSteel I used to have a mod where you could take lights from POI's like ceiling fans and industrial lights and reuse them, can you do that?
@@p.torezani9425 In previous versions I could add and remove the Beautiful Bases mod to games already started with no issues. Didn't try in 1.0 yet, but I have no reason to believe that's changed. For the Dew Collector mod, I'd recommend picking them up to place them again after adding or removing the mod.
The always ignored elephant in the room: More player inventory slots because harsh encumbrance ain't fun in a game which is all about looting stuff. Almost every public server has one of those since quite a few alphas now. The amount of unlocked and unlockable inventory slots should be config options in the difficulty settings menu.
Craft from containers actually got another update from a different creator that has all the features from the original mod working and he has named it beyond storage
Two more I really appreciate: 'Lootable Zombies'--because their bodies just magically disappearing is just... wrong, and 'Reduced Zombie Reach'/'Zombie Reach Adjustment' to keep them from slapping you from out of spear range, because that is just... wrong. Cheers!
I use the UI you are giving us here but I've change it a bit (XP bar close to the belt, this one without numbers, and a bit taller) and changed the QuickSwap icon to another icon in red color and just in the middle-bottom of the items at bell. Other mods I use are (Ocb Crooked Deco, Color contained states by Scomar, KHV1-Wandering Horde Frequency, KHV1-Zombie Fall Damage for tall bases, Quest List By Distance, a must for me like Sneak Attack Standing Up, Danzo No Crosshair, 0xSteel-ReplaceZombieKnockdown for zombies not hitting you after falling back... and some other small QoL).
Ha I literally got mods last night.. forgot to ask: if I alrdy installed another poi prefab, will I have to generate another map for the poi prefab mentioned here for it to show?
I wish they would make an EZ electricity mod. one item that could serve as a relay for all lights in the house. not for traps. you could manually do that. but the auto relay could be for all electric using items, workshops, lights etc.
holy moly do you auto-tune your voice? what a sexy voice you have there, "sorry did not mean anything by this, its a good radio voice" =D Good selection of mods btw, thanks.
Does your hellish hordes mod work on 1.0? And would you consider please making the same mod again except with more extreme zombie numbers? Or higher chance of runners during the day? That'd really spice things up.
Sadly it seems Save Fuel isn't really compatible with 1.0 yet. If you leave fuel burning in a station and leave the area or quit the game, once you return you will constantly trigger errors. Seems likely it wont be updated properly for 1.0 until the stable version is released.
I can't find a lockable inventory slot mod. How did you get yours to look red when you lock your slots? Honestly, you have to be really stupid developer not to add a feature where you actually know what slots are being locked instead of just numbers. That's really stupid on the developer side.
I do have the quick stack mod installed, but I never use the quick restock. Sure it would be nice to top off my ammo, lock picks, repair kits, and bandages, but I only carry 2 Honey, 2 Sewing Kits, 2 Pain Killers, 2 Vitamins, 3 First Aid Kits, 2 Splints. I don't need more than that, and it leaves me room to pick up more while I am out and about. So not wanting to top them off, I don't use that button. It might be nice to have something like the lock system to say, don't restock this item.
Could you do a tutorial of how to install them? i tried and when i start my match it show some console errors and doesn't load so i have to remove them to play :( thx
How do mods tend to work with multiplayer? If i as a host use a mod like the extended loot bag time mod, would players joining me also need it, or as the host would they not despawn till my host authority says to? Edit: I looked myself. That specific mod is just an XML edit, so as the host my players shouldn't need it to be affected by it or to even be able to join.
Does that work for all mods on this list?. Cause that’s what I’m wondering now too, these mods seem awesome. But I wouldn’t wanna download to find out my friends can’t join unless downloading this all aswell.
Man It would be fun if there where a mod that made a city landclaim block, meaning it would have a very large area of no spawning of zombies with a city wall and gate that can be upgraded, it would be a very very costly block to make and it would make team games more fun.
also if it could work you could make warehouses, miningsites, factories and powerplant, as a blueprint building that can only be built in the claimed area. I would like to see at least 3 tiers of the claim blocks each tier bigger than the one before. also you cant upgrade the tier of the city landclaim block, but as I said you can upgrade the walls and gates by inputting a large amount of materials into the claim block and it can also work as a repair tool for the walls.
To me, I personally don't like the weather mod you're using. Simply because I feel that it makes the game lifeless and sometimes uninteresting to watch. I get it. Rain to some people makes them feel depressed, but I think it's peaceful and relaxing to hear rain during the night. Just imagine taking out sleeping zombies in the cold rain. That would be awesome to see and would be more realistic. Anyway, this is just my opinion, I don't even play the game, I just like watching it.
Thanks Tem! I'll be using some of these for sure. Your weather mod for one, and beautiful bases for another. I still build big boxes for bases but there's no reason they can't be decorated big boxes.
Hey you make mods is there one that work where i can have some pvp areas on my pve server? like scum where you can put down a circle on the map so when player enters displays they entered a PVP area?
I installed the QOL mods and the zombies stopped moving, like they are active and attack me if i get close enough but they dont move by themselves anymore :/
Hi Tem, I have a few questions for you regarding Mods as you seem to be on top of that category. 1. You mentioned before (but I can't find it) about a mod that helps your peripheral vision while using a scope - can you provide details? 2. Is there any type of mod for when you are playing multi-player that merges yours, and your allies maps? 3. Is there a mod, like Khaine used to have for the NVG's that change the color to red-ish, but also eliminates the loss of peripheral vision? Thanks, and please keep up the great work, we appreciate it!
Not sure if this applies to everyone but i have been getting errors for the quickstack mod for existing worlds. Works perfectly in a new save though. Tested on a new and existing world
I wish we could have a mod that added back all the clothing option like skirt and whatnot, plus a 5th armor slot. I don't like Nerd's chest piece that came with short pants and I want to wear long jeans or something.
So many useful tips! Thank you so much! Does anyone know if I can add Voltralux POI mod to my pre existing 1.0 world? Will it erase any builds structures and such that I have created? Thank you for the feedback!
HEADS UP! The Stop Fuel Waste mod isn't 1.0 compatible. I guess it just tended to work. Since they've updated the beta it breaks for some/most with a constant error repeat. Now everyone is complaining to the mod creator.
I have experienced an error with the AutoStopFuel mod. I ald have researched into others having this same issue. After awhile, your game freezes and red warning text pops up saying TypeLoadException "FastTags". Once I removed the Mod, the issue cleared.
Honestly amazing addons… however they ruined my game so… not sure I see a point of mods I guess?. Idk which one did it but I’m getting error codes “strings” and making the game unplayable like hour or so into any playthrough, all downloaded correctly etc.. so.. yeah this is why I normally don’t bother with mods.
thanks so much for the list. I will download and install ALL of them. What i miss - or maybe it's allready somewhere - is the farming mod, which removes this stupid replant and lose seeds BS Does somebody know if it's allready available?
Ive played with a few of these mods on some of the 7DTD overhaul packs, but never outside of them on the vanilla game. But I think i will give the Lootbag, Craft from container, health bar, and definitely the stop fuel waste packs a try. As someone who tends to measures out the fuel need to craft so that i can "set it and forget it" while im off adventuring without worrying about wasting it while im away, the Fuel saver addon is the one im most interested in.especially on the cooking stations where even if your fuel time matches your crafting time, it still runs out like half a second short of completling, and you need to throw in one plant fiber to finish it!😑
Be careful! The "Stop Fuel Waste" mod breaks the forge (you may lose the crucible). The author of the video not check this mod, but in fact it does not work in v1.0
I just started playing 7 days to die a few weeks before the experimental 1.0 dropped. While watching your videos I see you grab posters and didn't know it was a mod. I have been running around trying to grab shit off the walls and wondered why it was working. I haven't really ran many mods in games so I need to figure out how to do it but I want your beautiful bases mod.
I was happy to see the new versions of my favorite mods updated for 1.0. However, they don't seem to work for me. The craft from containers mod and the no fuel waste mod both have hard failures due to Harmony. The game won't even load. What am I missing? Is Harmony something I need to update? I am not even sure what it is but I have seen posts about people needing to delete it. Is this right?
love this but how does the 'craft from containers' work with friends? im sure its like palworld, you can possibly steal materials for your buddies, but if i have the mod on, can my friend join my game/server?
So I have a question regarding 7DTD mods. So I know how overhaul mods like DF work and how to install them. My question is, Do I follow the same thing with all mods?
I’ve got an idea for a mod. I don’t know if it could happen or not. I don’t have the expertise in creating a mod nor the time. However, my idea is thus, hooking up a generator and filling it with gas, then attaching a battery bank or banks, then a switch to a blade trap. Instead of the generator running constantly and running itself out of fuel. How about if the generator would run until the battery bank or banks are fully charged then once the batteries get down to 1 or 2% power or if a switch is thrown, the generator automatically starts.
I wish someone make a scrap weapons mod, like double barrel pipe shotgun, the weapons from Metro 2033 that are most made from scrap. The game way too little home made weapons for a apocalyptic game.
You should make a mod to remove the night vision filter if one doesn’t exist. I don’t have a problem with it while playing but it’s not great to watch you play while using it.😅
For the craft from containers mod, is there any way to make it so that you don't craft from other people containers? Me and some friends normally share a base/crafting area but have separate storages. So it would be a pain to craft something and take the materials from their boxes instead of my own.
If I'm hosting a game, does a friend who joins my game need to have the mods installed on their end for it to work? I'm referring to mods that don't add "new" assets but just modify the vanilla version a bit.
Game is fun but the constant restarts of worlds are annoying as hell for someone that has stuff to do, so i usually go to creative and grab what i had from the previous. if mods can exist in old saves (especially when they add things to the world) i dont see why new updates cant.
I wonder if the modders who made the elevator mod will be hired by Fun pimps to add it too the main game. think about it. not just this kind of elevators but in building in POI's
Can someone make a mod which returns the ai pathing back to how it was? Like the ai do not find the best path to you they just head to your direction and bash there way through everything. That felt more exciting when it was like that.
I just wanted too let people know crack a books are not the best pois now in my opinion salvage country is you'll leave with a ton of armor and legendary crafting parts but they nerfed the amount of salvage country's
Have you ever looked into how magazines bundle work as me and my friend been wondering if it based on when and who picks it up as a. Reward or on the person who opens the crate on the posable magazine point modification
Stop Fuel Waste ended up breaking my game and giving me an error over and over when i tried to play, so just a heads up if you get that after installing.
LOVE THE FACT that you included the inventory management mods. Been using them for years and can't play without them once you use them. Great job!
All mods worked together without conflicts.
Links in the description.
Shout out to the modders that take this game to the next level 🤘
I'm really a fan of your Beautiful Bases mod.
@@coreyperez8817 I gotta have my candy posters 😊
vllc
@@GunsNerdsandSteel Would it be possible for you to make a reverse weather mod that instead is 90% rain, storm and misery? I like rain.
@@GunsNerdsandSteel myself and Dragonwolf1982 are working on a Dye, Bedroll, Storage boxes and More Modlet Which adds Different colored bedrolls,Dyes to Loot and Changes the color on the boxes but the text stays that color once upgraded It was originally Dragonwolf's Intention to keep this modlet going We've also got a Fallout Version of it that We wrote for another content creator that turned into an Overhaul mod which I'm currently working on As i type this message, I also Like the Unlimited Party Mod (its an a17 mod that still works in 1.0) That Removes the party cap of 8 people to a party so Everyone on a Multiplayer server can be in one party I figured you'd want to Check out the Unlimited Party mod to help others That Play 7 days to die Multiplayer
definitely going to use that Craft from Containers mod, it's 2024 we don't have enough time left on earth to be rooting around in 30 friggin storage containers to make a hobo stew
Now don't get me wrong, I'm super happy for TFP to have put in all this time and have their project still have such a loyal and passionate fanbase. It shows that people (myself included) really believe in this project and want to see it succeed. But it's wild to me that a company can take 12 years to cobble together a cohesive zombie survival crafting experience, only for handful of modders to go ahead and crank out additional content and quality of life improvements in a fraction of the time. Honestly maybe if TFP hire a few more of these guys, their next project won't take more than a decade to complete.
Creating mods, though difficult in their own right, are child's play when compared to the complexities of a full-fledged game that must work with hundreds of PC configurations. Day and night difference. Large game studios take 3 to 4 years to develop games with a team of hundreds. TFP started very small and have grown their team since.
@@mrurquhart9138 7 days is made to be extremely easy to mod and add / expand / reuse already existing items and systems for new content. Nowhere nearly as hard as it is to design and develop such systems in a first place.
@@shawn4990it's made much easier when you use a predetermined game engine.
TFP are just not great developers, being totally honest. Their productivity is very poor, and their ability to stay on track with any plans is even worse.
@@kerpackie And yet nobody in the world have done a game like this, with as many freedom for creativity, destruction and survival with such graphics. TFP created it, modders use it to add or change things they want, because they have time, they set priorities by themselves under nobody's supervision, that's why it seems fast. After 12 years, they still developing it, not abandoning and it went a long way to look really well with resources they had. Sure I don't agree with all changes TFP do and there are things to improve, like anywhere else, but most people's default nature is always to remember bad things and forget good, positives ones.
There is no better time than now, with all the software, with all the opportunities, with all computing power we have, to create a game you want and desire.
That's true in any game though; modding inherently takes less time when any one mod is (usually) only dedicated to changing one small aspect of the game because the devs have to test every single part of the game, engine, etc. every time something's added to the base game just to get to that base game.
Of course you can mod a small part of the game much faster when you're already given the stable game, engine, etc. to start with. You'll notice though that any of the "complete overhaul" mods that completely change games similarly take months or years of development like the much hyped Fallout London mod for Fallout 4 that got delayed indefinitely as soon as Bethesda announced the Next Generation update.
Modders also have little or no red tape to deal with or creative differences amongst the team; they can just create whatever they want when they want how they want. Devs have to deal with all of that.
@GunsNerdsandSteel Thank you so much for liking my Enhanced HUD mod and featuring it in your video. Beside the HUD enhancement, I have also added some QoL improvement features in the Inventory/Player info screens, just to make life easier for all players. 😊
Ok maybe a dumb question, but Can I add these mods to regular 7 days and play multiplayer with friends OR do I still need to make a copy of my 7 days file and put the mods in there as if I was playing say Darkness Falls? so we would all have to mod up a 7 days to all play?
@@richardbrewer4466 Yes, you can just add the mods to the mod folder of your existing game, and they should work without needing to copy the game or starting over. For multiplayers, many of them should only need to be loaded getting the server only, but some may need each player upload to the games too (my HUD mod is server side only). It is best to check out each mod page to confirm the requirements
Legend love your mod dude great work
Was wondering why you could pick up posters around the world i couldn't. Now i know
Same here. I was trying to pick up every poster I saw and never could.
You can also make them my guy look into the game. Its like 4 cloth and some paint
@derigel7662 oh okay thanks
Just a FYI on the auto-claim challenges. Wearing any form of XP boosting item affects the XP gained from these. So for some of you, you might like to not claim them and wait for nerdy hat and whatever other buffs you can get your hands on and then mass claim
Interesting, thanks for pointing this out!
banger tip 👍
@@GunsNerdsandSteel I had 17,000xp to gain from unclaimed challenges, tier 6 nerdy headgear, treasure hunter mod and grandpa's learning elixir, that increased to 22,100xp in total.
Another point about those challenges is that the double rewards perk in intelligence also applies to those when you turn them in to the traders, so you might actually want to hold off on completing them until you have that perk active, with a much higher loot stage to boot.
i would have thought that the earlier you get your skill points the faster you can reap the benefits from them. eg., getting an extra point into a skill before finding books in the first town is pretty huge. but good to know all the same.
Who's that handsome guy in the thumbnail? My friend, I am honored that you chose to include my zombies. Very much appreciated!!! 🙏 More to come.
@@YTDoubleG they are awesome! I love how they fit in the game with other zombies, keep up the amazing work
@@ropuchamexicka5358 Thank you very much! I just finished making a very zombie-centric POI which will be out very soon and then I'm moving on to finishing Double G Zombies 2 along with Double G Zombies 1 Remastered with updated textures, alternate skins and some special effects for the Feral FireFighter.
Thanks for the recommendations!
Tried the enhanced HUD when I saw it a couple of days ago, but I still prefer the feel of AGF's HUD mod, which comes with an enemy health bar and other stuff as an add-on.
Lootbag Increase Timer, Craft From Containers (outdated now but there are new mods adapted from this like "Craft from containers 1.0" and "1.0 Beyond Storage"), Quickstack, and ocb mods are mainstays for all of my runs even prior to 1.0
There's also a No Zombie Rage mod which removes the DestroyArea behavior of zombies, so we can be free from the chains of using the meta of high rise horde bases (I swear every content creator I watch are using those kinds of bases) and just build however we really want.
Sadly this 1.0 update had me lagging on the new Tier 5 PoIs (7 Days Suites had me on 25-30 fps regardless of graphic setting), while I'm getting good fps everywhere else (90-120 on medium-high settings with FSR on) as long as I'm not looking directly at those new PoIs.
Thank you and thank you to all the moders that will make my 7DtD life easier/harder/funner. Cheers.
Really have enjoyed the Beautiful Bases and Dew Collector mods in earlier versions. Glad to see they made it to 1.0. I've tried other weather mods with mixed success, so I'll give this one a try on my next run. Thanks for all you do.
Quickstack and stop fuel waste are my default must have mods. Been experimenting with mods in the appdata folder recently, some play nice, others not so much. I started using SyncThing to sync my saves/worlds between two machines and syncing the mods folder is next on my todo list, since I switch between two machines often, this saves me the effort of managing both manually.
How to install mods: th-cam.com/video/lxectlQYLwQ/w-d-xo.html
sos un capo! vllc
Curious if this works for dedicated servers or if you would consider a server mod video at some point in the future? Thanks for the consideration!
@@malguskerensky On this note, are the mods listed client and server side install, or client side only?
@@robertmorris412 That is what I have been wondering.
could you make an updated mod video? the launcher looks a bit different now
I use all three of your mods.
It took a couple days of lazy play to get most of my load order confirmed working in 1.0. The parts that were too much were what you expect, things like NPCs and locks and armor. But for example, it took 10 minutes to set the new armor sets' mod slots to the same as quality, just cut/paste/edit for nodes. A lot of other stuff needed no change at all.
I will say that - frames notwithstanding - the game does seem to be a little smoother than the last Alpha. I also really like the RWG performance and motifs, though I wonder at how trader progression breaks for tweaking the settings.
My favourites from your list are: Weather mod, craft from container, and Stop Fuel Waste. If I change the duration of day/night I find the Lootbag Increase Timer necessary.
One that I hope will arrive at version 1.0 is either the Picture In Picture Scopes or DLX Weapons Fix.
Stop Fuel Waste hasn't been updated to 1.0 as of 7/3/24
Thx for the info, much love from Spain :)
Something I would like to see (although I doubt it's possible to do) is to create a "bait" system which affects how mobs approach your base.
As someone who likes to go bunker mode in to a mountain and roleplay as a "last bastion of humanity", it's always annoying that, no matter how much effort you make a tunnel entrance the best way in to your bunker, they'll always dig their way in from every other direction. Even when I go in creative mode and do several layers of steel or titanium (DF) to make the entrance the best option they'll still dig down and around.
The only dependable option is to not recess your bunker too far in but then it's less of a bunker and more like a closet and even if you go too far down within that footprint then they'll just dig down to the bottom like usual anyway.
craft from containers is so good. I haaate having to go searching through my containers for ingredients.
I definitely need the craft from containers mod. Not sure how it could be considered cheating. You still have to gather all the resources. Literally all it does is cut out the tedious running back and forth between storage containers and workbenches.
Which cuts on time spent, giving you an edge
QOL mods are always great. some of these should definitely be implemented into vanilla.
Mods already is wild. But also I would like to see more vanilla before we dive deep into mods :)
You're a great content producer. You provide interesting content, you link things well in your description, your pacing is good. You can tell you've put a lot into your channel.
Also fun fact for anyone, if you use the fuel mod one where it keeps going, it can cause errors and crash your game. Turn it off and so far all other mods have been working fine, I’m not only one that ended up having the issue with the fuel one but yeah keep it in mind.
A decent chunk of these are my staple mods too. Well done man!
Quickstack and craft from containers are the best mods for 7 days and I will die on that hill 🤣
Thank you GNS for this Vid!!! great Content and I totally agree with every mod😉
Was really excited to see OCB Stop fuel waste on the list. It's one of my favs and I've been waiting for it's update. Unfortunately it does NOT seem to be updated for A22 (1.0). They updated the code for A21 the day before 1.0 came out, but I'm still getting errors from it after reloading a game with that version of the mod loaded.
Yea just had bunch errors pop up in my game so removed 1/2 mods and retried did it several time till I found it was this mod. Seems it works as long as don't have fire running when log out or go out of render distance and come back...Which kinda of defeats the purpose of mod it works as long as don't leave base...
Thank you for doing the work. I installed 3 mods and was getting the console constantly popping with errors. Was about to start putzing with it but figured someone else had to have had an issue.
@@gwhitty12 Yeah. When the mod is working I ALWAYS have fires running. :)
Yeah I get errors too with this mod. Have had to remove it until it is fixed.
You cant have eac activated if you want to use this mod just so yous know
I tried, and loved most of these mods, but had to remove the Stop Fuel Waste mod. It worked great in the campfire, but when I add a Forge, I got the exc typeloadexception: could not resolve type with token 01000025 error every 5 seconds.
Keep the awesome content and *mods* coming my man!!
Yeah glad they added craft from storage in Nightingale :P
Great list of mods Tem! Did not realise QuickStack was already updated for 1.0! Its a must have for me!
That said, OCB's Stop Fuel Waste was probably working for 1.0 (B309), but since the minor update to 1.0 (B313), its been kinda broken now. Pops up a continuous line of error messages. Will probably need to wait for it to be updated.
I came here to say the same thing. I had to take it back out because the game was unplayable with all the errors from that mod.
Beautiful base mod legit the best of all. My inventory management hates it tho.
I downloaded your beautiful bases mod a couple of days ago, great work mate! Thanks for putting it together
No problem! Let me know if you run into any issues or see something that should be added in :)
Were you able to use it in your current game or was needed to create new world?
@@GunsNerdsandSteel I used to have a mod where you could take lights from POI's like ceiling fans and industrial lights and reuse them, can you do that?
@@p.torezani9425 i installed it just before starting a new game so i cant confirm, but i dont see why it would break anything
@@p.torezani9425 In previous versions I could add and remove the Beautiful Bases mod to games already started with no issues. Didn't try in 1.0 yet, but I have no reason to believe that's changed. For the Dew Collector mod, I'd recommend picking them up to place them again after adding or removing the mod.
thanks ! gonna try these today !
I downloaded the volatrux mod it looked super cool does anyone know if I can put this on my existing save and have poi still?
Yo the sign mod is so cool I've been playing sense 2014 and wished for neon or the ability to put up flags and posters
The always ignored elephant in the room: More player inventory slots because harsh encumbrance ain't fun in a game which is all about looting stuff. Almost every public server has one of those since quite a few alphas now.
The amount of unlocked and unlockable inventory slots should be config options in the difficulty settings menu.
Craft from containers actually got another update from a different creator that has all the features from the original mod working and he has named it beyond storage
Two more I really appreciate: 'Lootable Zombies'--because their bodies just magically disappearing is just... wrong, and 'Reduced Zombie Reach'/'Zombie Reach Adjustment' to keep them from slapping you from out of spear range, because that is just... wrong.
Cheers!
Khaine has one I think GNS should check out
Love the QOL mods. thank you for the vi.
Question will the POI mod replace existing POIs or will they be moved to new place to make space for the new POIs of the mod?
Amazing collection! The only thing I see missing is a way to move storages after they've been placed down inside a claim block.
That is, you know how to make mods and modify the codes that the game contains and I would not have believed this to be true.
I use the UI you are giving us here but I've change it a bit (XP bar close to the belt, this one without numbers, and a bit taller) and changed the QuickSwap icon to another icon in red color and just in the middle-bottom of the items at bell.
Other mods I use are (Ocb Crooked Deco, Color contained states by Scomar, KHV1-Wandering Horde Frequency, KHV1-Zombie Fall Damage for tall bases, Quest List By Distance, a must for me like Sneak Attack Standing Up, Danzo No Crosshair, 0xSteel-ReplaceZombieKnockdown for zombies not hitting you after falling back... and some other small QoL).
Ha I literally got mods last night.. forgot to ask: if I alrdy installed another poi prefab, will I have to generate another map for the poi prefab mentioned here for it to show?
I wish they would make an EZ electricity mod. one item that could serve as a relay for all lights in the house. not for traps. you could manually do that. but the auto relay could be for all electric using items, workshops, lights etc.
Glad DoubleG’s zombie mod is getting some love, adds some variation in terms of emergency services I think was really needed
holy moly do you auto-tune your voice? what a sexy voice you have there, "sorry did not mean anything by this, its a good radio voice" =D Good selection of mods btw, thanks.
My top mod recommendation reverts the learn by RNG back to the original learn by doing model.
Does your hellish hordes mod work on 1.0? And would you consider please making the same mod again except with more extreme zombie numbers? Or higher chance of runners during the day? That'd really spice things up.
Sadly it seems Save Fuel isn't really compatible with 1.0 yet. If you leave fuel burning in a station and leave the area or quit the game, once you return you will constantly trigger errors. Seems likely it wont be updated properly for 1.0 until the stable version is released.
I can't find a lockable inventory slot mod. How did you get yours to look red when you lock your slots? Honestly, you have to be really stupid developer not to add a feature where you actually know what slots are being locked instead of just numbers. That's really stupid on the developer side.
I do have the quick stack mod installed, but I never use the quick restock. Sure it would be nice to top off my ammo, lock picks, repair kits, and bandages, but I only carry 2 Honey, 2 Sewing Kits, 2 Pain Killers, 2 Vitamins, 3 First Aid Kits, 2 Splints. I don't need more than that, and it leaves me room to pick up more while I am out and about. So not wanting to top them off, I don't use that button. It might be nice to have something like the lock system to say, don't restock this item.
Could you do a tutorial of how to install them? i tried and when i start my match it show some console errors and doesn't load so i have to remove them to play :( thx
I'm holding out on jumping into 1.0 til Izayo updates their modern firearms mod
How do mods tend to work with multiplayer? If i as a host use a mod like the extended loot bag time mod, would players joining me also need it, or as the host would they not despawn till my host authority says to?
Edit: I looked myself. That specific mod is just an XML edit, so as the host my players shouldn't need it to be affected by it or to even be able to join.
Does that work for all mods on this list?. Cause that’s what I’m wondering now too, these mods seem awesome. But I wouldn’t wanna download to find out my friends can’t join unless downloading this all aswell.
New series idea! Reverse the clear weather mod so its always stormy :P
I wish!
Man It would be fun if there where a mod that made a city landclaim block, meaning it would have a very large area of no spawning of zombies with a city wall and gate that can be upgraded, it would be a very very costly block to make and it would make team games more fun.
also if it could work you could make warehouses, miningsites, factories and powerplant, as a blueprint building that can only be built in the claimed area.
I would like to see at least 3 tiers of the claim blocks each tier bigger than the one before. also you cant upgrade the tier of the city landclaim block, but as I said you can upgrade the walls and gates by inputting a large amount of materials into the claim block and it can also work as a repair tool for the walls.
To me, I personally don't like the weather mod you're using. Simply because I feel that it makes the game lifeless and sometimes uninteresting to watch. I get it. Rain to some people makes them feel depressed, but I think it's peaceful and relaxing to hear rain during the night. Just imagine taking out sleeping zombies in the cold rain. That would be awesome to see and would be more realistic. Anyway, this is just my opinion, I don't even play the game, I just like watching it.
Thanks Tem! I'll be using some of these for sure. Your weather mod for one, and beautiful bases for another. I still build big boxes for bases but there's no reason they can't be decorated big boxes.
Hey you make mods is there one that work where i can have some pvp areas on my pve server? like scum where you can put down a circle on the map so when player enters displays they entered a PVP area?
Very cool, thanks for showcasing bro 👍
I installed the QOL mods and the zombies stopped moving, like they are active and attack me if i get close enough but they dont move by themselves anymore :/
Hi Tem, I have a few questions for you regarding Mods as you seem to be on top of that category. 1. You mentioned before (but I can't find it) about a mod that helps your peripheral vision while using a scope - can you provide details? 2. Is there any type of mod for when you are playing multi-player that merges yours, and your allies maps? 3. Is there a mod, like Khaine used to have for the NVG's that change the color to red-ish, but also eliminates the loss of peripheral vision? Thanks, and please keep up the great work, we appreciate it!
Not sure if this applies to everyone but i have been getting errors for the quickstack mod for existing worlds. Works perfectly in a new save though. Tested on a new and existing world
I wish we could have a mod that added back all the clothing option like skirt and whatnot, plus a 5th armor slot. I don't like Nerd's chest piece that came with short pants and I want to wear long jeans or something.
So many useful tips! Thank you so much!
Does anyone know if I can add Voltralux POI mod to my pre existing 1.0 world? Will it erase any builds structures and such that I have created? Thank you for the feedback!
HEADS UP! The Stop Fuel Waste mod isn't 1.0 compatible. I guess it just tended to work. Since they've updated the beta it breaks for some/most with a constant error repeat. Now everyone is complaining to the mod creator.
Thanks very helpful
I have experienced an error with the AutoStopFuel mod. I ald have researched into others having this same issue. After awhile, your game freezes and red warning text pops up saying TypeLoadException "FastTags". Once I removed the Mod, the issue cleared.
Honestly amazing addons… however they ruined my game so… not sure I see a point of mods I guess?. Idk which one did it but I’m getting error codes “strings” and making the game unplayable like hour or so into any playthrough, all downloaded correctly etc.. so.. yeah this is why I normally don’t bother with mods.
I can not wait for steam workshop to be added I want to do mods but hate downloading from a bunch of websites
The two and only things i actually WANT in the game is story and bandits..
thanks so much for the list.
I will download and install ALL of them.
What i miss - or maybe it's allready somewhere - is the farming mod, which removes this stupid replant and lose seeds BS
Does somebody know if it's allready available?
After installing one of these mods Ive run into a problem with zombies just standing around
same here
@@ltpuppers did you figure out which one it was?
What about Black Wolfs Better Perks, this is the real shit😄
Ive played with a few of these mods on some of the 7DTD overhaul packs, but never outside of them on the vanilla game. But I think i will give the Lootbag, Craft from container, health bar, and definitely the stop fuel waste packs a try. As someone who tends to measures out the fuel need to craft so that i can "set it and forget it" while im off adventuring without worrying about wasting it while im away, the Fuel saver addon is the one im most interested in.especially on the cooking stations where even if your fuel time matches your crafting time, it still runs out like half a second short of completling, and you need to throw in one plant fiber to finish it!😑
Be careful! The "Stop Fuel Waste" mod breaks the forge (you may lose the crucible). The author of the video not check this mod, but in fact it does not work in v1.0
I just started playing 7 days to die a few weeks before the experimental 1.0 dropped. While watching your videos I see you grab posters and didn't know it was a mod. I have been running around trying to grab shit off the walls and wondered why it was working. I haven't really ran many mods in games so I need to figure out how to do it but I want your beautiful bases mod.
I was happy to see the new versions of my favorite mods updated for 1.0. However, they don't seem to work for me. The craft from containers mod and the no fuel waste mod both have hard failures due to Harmony. The game won't even load. What am I missing? Is Harmony something I need to update? I am not even sure what it is but I have seen posts about people needing to delete it. Is this right?
love this but how does the 'craft from containers' work with friends? im sure its like palworld, you can possibly steal materials for your buddies, but if i have the mod on, can my friend join my game/server?
The ocb stop fuel waste mod isn't updated yet. How did you get it to work @Gns ?
Heads up. guys. You might not wanna use an auto claim mod for challenges because Grandpa's Learning Elixir works on that XP gain!
So I have a question regarding 7DTD mods. So I know how overhaul mods like DF work and how to install them. My question is, Do I follow the same thing with all mods?
I’ve got an idea for a mod. I don’t know if it could happen or not. I don’t have the expertise in creating a mod nor the time. However, my idea is thus, hooking up a generator and filling it with gas, then attaching a battery bank or banks, then a switch to a blade trap. Instead of the generator running constantly and running itself out of fuel. How about if the generator would run until the battery bank or banks are fully charged then once the batteries get down to 1 or 2% power or if a switch is thrown, the generator automatically starts.
Is there a mod that prevents sunlight from passing through walls? I know it'd make POIs super dark, but I frankly would like it more that way.
I wish someone make a scrap weapons mod, like double barrel pipe shotgun, the weapons from Metro 2033 that are most made from scrap.
The game way too little home made weapons for a apocalyptic game.
You should make a mod to remove the night vision filter if one doesn’t exist. I don’t have a problem with it while playing but it’s not great to watch you play while using it.😅
i actually think burnt forest looks sick if u take brightness to 0% it looks dark spooky and scary more so on horde night.
Waiting for claim auto repair block and Izayos firearms mod or something similar. If anyone knows some high quality weapon pack mod let me know 🙂
For the craft from containers mod, is there any way to make it so that you don't craft from other people containers? Me and some friends normally share a base/crafting area but have separate storages. So it would be a pain to craft something and take the materials from their boxes instead of my own.
If I'm hosting a game, does a friend who joins my game need to have the mods installed on their end for it to work? I'm referring to mods that don't add "new" assets but just modify the vanilla version a bit.
Game is fun but the constant restarts of worlds are annoying as hell for someone that has stuff to do, so i usually go to creative and grab what i had from the previous.
if mods can exist in old saves (especially when they add things to the world) i dont see why new updates cant.
I wonder if the modders who made the elevator mod will be hired by Fun pimps to add it too the main game. think about it. not just this kind of elevators but in building in POI's
The stop the fuel waste mod caused a lot of errors. I had to remove it have the game finish loading.....just an FYI....YMMV
Can someone make a mod which returns the ai pathing back to how it was? Like the ai do not find the best path to you they just head to your direction and bash there way through everything. That felt more exciting when it was like that.
I just wanted too let people know crack a books are not the best pois now in my opinion salvage country is you'll leave with a ton of armor and legendary crafting parts but they nerfed the amount of salvage country's
Have you ever looked into how magazines bundle work as me and my friend been wondering if it based on when and who picks it up as a. Reward or on the person who opens the crate on the posable magazine point modification
loved the elevator mod and setting from ur ud series!! but i keep getting error from this elevator mod lol , any tips on making it work?
there might be a conflict with the update they put out yesterday, not sure I'll have to look into it
@@GunsNerdsandSteel THX UR my hero !! ive seen all ur videos its always so good!! u make me to want keep on playing this game forever hahaa
Stop Fuel Waste ended up breaking my game and giving me an error over and over when i tried to play, so just a heads up if you get that after installing.