Hey everyone, I just wanted to stop by here and outline a mod project I'm currently working on, partially to gauge if there's much interest in me making this clean enough to release, and partially to see if anyone more experienced with the nuance of 7dtd modding can foresee any major roadblocks with my stretch goals and the way I intend to implement them.
The basic idea came from TFP's initial implementation of rare ore resources. Although comments in the xml file make those appear to be deprecated for their purposes as of right now, it did get me to thinking about what I would find a neat little additional gameplay mechanic. I'm a big precious metals/gems nerd, and I really liked the idea of being able to mine these rare ore types, if you can find them that is, and with the right perks and equipment create some very valuable things to sell and store. To that end, I'll outline the basic approach I'm planning to take after some successful testing with the xml file structure and bundle extractor that gave me most of what I needed to know to get a reasonable idea how the game is handling data. I would appreciate any feedback you may have.
Utilising existing ore distribution mechanisms in biomes xml, I am adding (or modify) the following terrOres to the game, with new blocks, low, low spawn chances, and new 2d material assets:
- tin
- copper
- silver
- gold
- platinum
- diamond
- sapphire
- ruby
- emerald
These ores will provide new or modified items in the form of nuggets or raws, which can be turned to new scrap items for all metal ores, or cut into gems. Both can be used in the creation of a number of new final resource items, the major of which are at present:
-Ring
-Bracelet
-Choker
-Necklace
-Earrings
-Cup
-Bowl
-Plate
-Candlestick
-chandelier
-metal round (coin)
-metal ingot
These can have variations, being more decorative, or being inset with gems. They can be made with different metals and gems in various combinations as feels appropriate (nobody's making a tin ring with an emerald... i hope). I anticipate using the candlestick and the chandelier as a new lighting block as a stretch goal.
This process will take place largely at 4 workstations; 2 existing, the forge with crucible, and the workbench. 2 new, the Ceramic Kiln and the Gem Faceting Station. New blocks, ui entries, 3d assets and materials for these items. I will probably tie access to existing perks, but add new schematics initially. Would like that not to ultimately be the case, and to have its own sub tree somewhere - have not investigated too deeply into implications of this however. The player will need to acquire the supporting resources necessary to turn the raw materials into these items, these include:
-rubber molding kit
-casting wax
-investment mix
The final aspect I'd like to touch on is that ultimately, once the basic system is working, I would like to create a new set of blocks I'm calling Treasure Blocks. The way I envision this working, is that you can create a block of a certain type of valuable item that costs X of that item to create, and gives X of that item when destroyed. If the visuals for the blocks are made a particular way, I think it would be possible to make some functional and visually satisfying treasure vaults, in addition to the value adding I see this system creating that the player can trade out for more survival resources.
I've already started the work of creating the logical structure for all this madness and it seems to be going well so far. I work in the games industry as an artist by trade, so the visual asset side is less daunting but will still take a number of months to complete at minimum. I appreciate this might not be everyone's cup of tea, but if there's anyone here that likes this sort of thing feel free to let me know what you think, or if I'm critically misunderstanding anything about the way the game handles data. Would much rather re-work it now than after I've spent weekends making things I don't need!
The basic idea came from TFP's initial implementation of rare ore resources. Although comments in the xml file make those appear to be deprecated for their purposes as of right now, it did get me to thinking about what I would find a neat little additional gameplay mechanic. I'm a big precious metals/gems nerd, and I really liked the idea of being able to mine these rare ore types, if you can find them that is, and with the right perks and equipment create some very valuable things to sell and store. To that end, I'll outline the basic approach I'm planning to take after some successful testing with the xml file structure and bundle extractor that gave me most of what I needed to know to get a reasonable idea how the game is handling data. I would appreciate any feedback you may have.
Utilising existing ore distribution mechanisms in biomes xml, I am adding (or modify) the following terrOres to the game, with new blocks, low, low spawn chances, and new 2d material assets:
- tin
- copper
- silver
- gold
- platinum
- diamond
- sapphire
- ruby
- emerald
These ores will provide new or modified items in the form of nuggets or raws, which can be turned to new scrap items for all metal ores, or cut into gems. Both can be used in the creation of a number of new final resource items, the major of which are at present:
-Ring
-Bracelet
-Choker
-Necklace
-Earrings
-Cup
-Bowl
-Plate
-Candlestick
-chandelier
-metal round (coin)
-metal ingot
These can have variations, being more decorative, or being inset with gems. They can be made with different metals and gems in various combinations as feels appropriate (nobody's making a tin ring with an emerald... i hope). I anticipate using the candlestick and the chandelier as a new lighting block as a stretch goal.
This process will take place largely at 4 workstations; 2 existing, the forge with crucible, and the workbench. 2 new, the Ceramic Kiln and the Gem Faceting Station. New blocks, ui entries, 3d assets and materials for these items. I will probably tie access to existing perks, but add new schematics initially. Would like that not to ultimately be the case, and to have its own sub tree somewhere - have not investigated too deeply into implications of this however. The player will need to acquire the supporting resources necessary to turn the raw materials into these items, these include:
-rubber molding kit
-casting wax
-investment mix
The final aspect I'd like to touch on is that ultimately, once the basic system is working, I would like to create a new set of blocks I'm calling Treasure Blocks. The way I envision this working, is that you can create a block of a certain type of valuable item that costs X of that item to create, and gives X of that item when destroyed. If the visuals for the blocks are made a particular way, I think it would be possible to make some functional and visually satisfying treasure vaults, in addition to the value adding I see this system creating that the player can trade out for more survival resources.
I've already started the work of creating the logical structure for all this madness and it seems to be going well so far. I work in the games industry as an artist by trade, so the visual asset side is less daunting but will still take a number of months to complete at minimum. I appreciate this might not be everyone's cup of tea, but if there's anyone here that likes this sort of thing feel free to let me know what you think, or if I'm critically misunderstanding anything about the way the game handles data. Would much rather re-work it now than after I've spent weekends making things I don't need!
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