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Dizor

Uploaded by

idizorr

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131 comments

  1. Testerator4
    Testerator4
    • member
    • 0 kudos
    With version 1.2, the AutoSpreadButton no longer works. Can you fix this?
    1. jocama
      jocama
      • member
      • 0 kudos
      +1
  2. ddraggy
    ddraggy
    • supporter
    • 0 kudos
    Is the helmet light mod by default option broken for anyone else? The laser pointer mod keeps turning on when I press F. Just want to check before I start going through my 70+ mods for conflicts. On version 1.1. Thanks!
  3. Carroty92
    Carroty92
    • member
    • 3 kudos
    Works with version 1.2, but red lines appear in the console (do not interfere with the game) if you repair items on the tools belt
  4. 6Mario9
    6Mario9
    • member
    • 0 kudos
    Could you make it so we can repair gear in the workbench?
  5. M4V3I2iCk
    M4V3I2iCk
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    • 0 kudos
    Can I use in the 1.1 stable ?? I used to play with this mod in every map and compatible overhaul because is the best small mod for QoL.
    1. Killerbunny264
      Killerbunny264
      • supporter
      • 3 kudos
      it works with V1.1
  6. DeanWesker
    DeanWesker
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    • 0 kudos
    Sup
    "2024-09-27T15:42:39 9.812 INF [MODS]   Initializing mod Dizor_VoidGags
    2024-09-27T15:42:39 9.813 INF [MODS]     Found ModAPI in VoidGags.dll, creating instance
    Loading mod: VoidGags.VoidGags
    2024-09-27T15:42:39 9.832 ERR [MODS]     Failed initializing ModAPI instance on mod 'Dizor_VoidGags' from DLL 'VoidGags.dll'
    2024-09-27T15:42:39 9.835 EXC Method not found: System.Reflection.MethodInfo HarmonyLib.Harmony.Patch(System.Reflection.MethodBase,HarmonyLib.HarmonyMethod,HarmonyLib.HarmonyMethod,HarmonyLib.HarmonyMethod,HarmonyLib.HarmonyMethod,HarmonyLib.HarmonyMethod)
      at VoidGags.VoidGags.InitMod (Mod _modInstance) [0x00092] in <4b08b1531cc642438f9f3b92df61969c>:0 
      at Mod.InitModCode () [0x0009d] in <6d1a8548522e46dc83d70764cc5f4032>:0 
    UnityEngine.StackTraceUtility:ExtractStringFromException(Object)
    Log:Exception(Exception)
    Mod:InitModCode()
    ModManager:LoadMods()
    GameManager:Awake()"

    what kind of error is this? And how can I fix it? Please help me.
    1. DeanWesker
      DeanWesker
      • member
      • 0 kudos
      Fixed. Need re instal game.
  7. 00LazyTurtle89
    00LazyTurtle89
    • supporter
    • 5 kudos
    Hi i love the mod but i had to uninstall it as i want to use the Advanced UI mod It brakes looting like bags and trash. Is there any way around this? 
     
    1. idizorr
      idizorr
      • member
      • 9 kudos
      Again. All VoidGags features can be disabled in the config file. Open it with any text editor and set to false everything you don't need.
  8. ZachFly
    ZachFly
    • member
    • 2 kudos
    I like your module very much. I wonder if you will share a separate module for automatically picking up bows and arrows. Compared with all of them, the UI in it will conflict with my other UIs.
    1. idizorr
      idizorr
      • member
      • 9 kudos
      You can disable everything you dont need in the config file.
  9. Futurehope
    Futurehope
    • member
    • 2 kudos
    Hello, I see your mod offers lots of cool little QoL features! Do you think it'd be possible to add just one more feature that would save on screen icons for supply air drops so that they show after game restart just like they did when they spawn? I find it really annoying to always mark every single supply crate on the map every time I need to restart the game, all because the on screen icons always disappear.
    1. krokoziabras
      krokoziabras
      • supporter
      • 0 kudos
      so that's why they disappear. I thought that supply drop despawns :D 
    2. Futurehope
      Futurehope
      • member
      • 2 kudos
      Nah, they don't despawn, it's really just that their map, compass and on screen icons disappear when you restart the game. If you place waypoints on the map to mark the supply crates, restart the game and then follow the waypoints, the on screen icons will actually re-appear once you get close enough to the supply crates in the world, but yeah it's a bit annoying that it requires that extra step of manually marking them on the map every time you need to restart the game before looting the supply crates.
    3. idizorr
      idizorr
      • member
      • 9 kudos
      When you restart the game it looks like the supply crate entity is unloaded from the memory. And when you get closer to it the appropriate chunk loads and you can see the supply crate icon again. I'm not sure if I can force load this entity/chunk, but I'll try.
    4. Futurehope
      Futurehope
      • member
      • 2 kudos
      Thank you for explaining the technical details of what is happening behind the scenes and why is this happening and thank you for trying to solve the problem. I think it'd would be one of those "must have" features. You're practically fixing things the devs could perhaps fix themselves easily, but for some reason don't see them as problem. For players with thousands of hours spent playing the game it can get really annoying to constantly deal with these small issues. Thank you again for making the game much better for us! 🧡
  10. gu41
    gu41
    • member
    • 0 kudos
    Great mod. But out of all the many options, I only used repairing items on the mouse wheel and moving items in the queue using RMB. Will there be an adaptation for version 1.0 of the game? If so, what is the approximate timeframe?
    1. idizorr
      idizorr
      • member
      • 9 kudos
      Sure, I'm working on the update for 1.0. Now 7dtd 1.0 is experimental. Will release a new VoidGags version as soon as the game stable version released.
    2. Leo111444
      Leo111444
      • member
      • 1 kudos
      Is it possible to release a separate Spread Loot mod? He is sorely missed. Waiting 3 weeks is too long =(
    3. gu41
      gu41
      • member
      • 0 kudos
      Thanks for the update. But I found a problem. If stealth on the stairs is enabled in the mod settings, then after leaving the stairs in it, stealth mode is not disabled. Sometimes it can be switched after a while. Exiting the game in the menu and reloading solves this problem.
    4. Danzo38
      Danzo38
      • member
      • 14 kudos
      gu41 The same thing happened to me today. I'm not sure what caused it, but I just couldn't stand up. The character was stuck in a crouching position. And I hadn't climbed any ladder before that. I was on a mission at the time. I had to quit the game to disable this option.
    5. idizorr
      idizorr
      • member
      • 9 kudos
      Thanks guys. Will try to reproduce and fix it.
    6. idizorr
      idizorr
      • member
      • 9 kudos
      I tried but I cannot reproduce this bug.
      Danzo38, gu41, guys if you find out clear replicate steps please let me know.
    7. gu41
      gu41
      • member
      • 0 kudos
      I'm not entirely sure, but it's possible that the issue was caused by the Alpha Jump mod being enabled at the same time - https://www.nexusmods.com/7daystodie/mods/5103 . In most cases, the issue occurred specifically with recent/combined use of jump and stealth. I'll have to check with Danzo38 if he uses this mod. I've disabled it for now and will observe.
    8. Danzo38
      Danzo38
      • member
      • 14 kudos
      gu41 When I encountered this problem, I didn't have this mod installed yet. So I think the problem is not with it. I'll try to run some tests later and possibly record a video if I manage to reproduce it again.
    9. Danzo38
      Danzo38
      • member
      • 14 kudos
      I figured out how to reproduce the issue.
      You need to climb to a certain height, crouch, and then jump down.
      After that, the crouch mode gets stuck, and it's impossible to stand up.
      It seems that some time needs to pass before you can try to stand.
      Disabling the StealthOnLadders feature fixes the problem.
      I recorded a short video to make it easier to reproduce the bug:
      https://kappa.lol/CSAJR
    10. idizorr
      idizorr
      • member
      • 9 kudos
      Thank you for the rep instructions. I'll take look.
      But you are a bit late, VG 1.9 is already released. So you can expect the fix in the next version only (2.0)