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7 Days to Die - Rings of Potential - Game Version 1.0

Okay, commenting back it does work with War of the Walkers. The only thing I would suggest is adding a selling price and a scrap option to them so that a player can get rid of duplicates they may find.

 
Hi!

Which part of the mod file do I need to adjust to change the drop rates of these rings?

I really like these rings (so as the relics) but as a player who plays on 50% loot abundance, I find their rarity a bit too common. 

Great mod regardless!

Thank you!

 
Hi!

Which part of the mod file do I need to adjust to change the drop rates of these rings?

I really like these rings (so as the relics) but as a player who plays on 50% loot abundance, I find their rarity a bit too common. 

Great mod regardless!

Thank you!
Hey, I'm out of town for a few more days and dont have access to my files, but to adjust the drop rate, go into the loot.xml, and find the section near the bottom that is something like this:

<lootgroup, count="1">

   <name="casino coin", prob="0.8"/>

   <lootgroup="rings", prob="0.2"/>

</lootgroup>

If you want LESS chance for Rings, decrease the "prob" value for the lootgroup "Rings"

If you want MORE chance for Rings, increase the "prob" value for the lootgroup "Rings"

Since the loot container always has a count of 1, the casino coins bit is there as a way to NOT drop/loot a ring. So you can also adjust the "prob" of casino coins.

For LESS Ring loot chance and adjusting the casino coin value, do this:

<lootgroup, count="1">

   <name="casino coin", prob="0.95"/>

   <lootgroup="rings", prob="0.05"/>

</lootgroup>

That should be a lot less frequent looting of Rings.

I have been working on an update for this mod and Relic mod, but waiting for alpha21 at this point, since I'll likely have to fix things that break. Also a bit too busy at the moment to work on the 7D2D mod projects.

 
The Lockpicking speed on the Greed rings does not work in 1.2 (30% or 40%). I haven't gotten a Wish variety to try, but it definitely worked in the 1.1 version.

 
The Lockpicking speed on the Greed rings does not work in 1.2 (30% or 40%). I haven't gotten a Wish variety to try, but it definitely worked in the 1.1 version.
image.png

I just tested this, I modded the value to be 95% faster and when I go to pick a lock, I get no effect.

Perhaps something in the game broke? because i dont see a difference in code when referencing "perkGreatHeistComplete" in the progression.xml which has LockPickTime.

 
I'm running a Darkness Falls server for me and some friends and when I boot the server I get this error:

"89.348 WRN XML patch for "loot.xml" from mod "BSG Rings" did not apply:"

As has been mentioned previously, it probably has to do with one of the previous mods forcing their version of the loot.xml file to override the one provided by BSG. Does anyone know of a way for me to work around this or copy the code from this mod into whichever mod has priority?

What's odd is that earlier on in the server I never saw this error and was able to find a couple of rings, but now we're past day 30 and I've added a few mods and taken some out and now I get the error above.

Is there a way to prioritize this mod to load before others?

 
I'm running a Darkness Falls server for me and some friends and when I boot the server I get this error:

"89.348 WRN XML patch for "loot.xml" from mod "BSG Rings" did not apply:"

As has been mentioned previously, it probably has to do with one of the previous mods forcing their version of the loot.xml file to override the one provided by BSG. Does anyone know of a way for me to work around this or copy the code from this mod into whichever mod has priority?

What's odd is that earlier on in the server I never saw this error and was able to find a couple of rings, but now we're past day 30 and I've added a few mods and taken some out and now I get the error above.

Is there a way to prioritize this mod to load before others?
I believe the mod load order is still based on the folder names on the mods in the "Mods" folder. The "sort order" is basically alphabetical, with numbers being before letters. Im not sure about the sort order of uppercase vs lowercase, but you can usually see how the sort order by viewing the files on a file explorer UI. Usually to get a mod to load "first" you can rename the mod folder to have a number in front of it like "1", and to get it to load last you can put a "z" in front of it. 
 

Example: in /Mods

aMod

bMod

aMod loads first. to get bMod to load first, rename it to anything "before the letter "a", which the easiest to choose would be to rename it to "1aMod"

note that some mods that are already named with numbers in the front (like the NPc packs and supporting mods) likely do need to load "first" so of you have any, just make the number in front of the mod name bigger than their numbers, like "9aMod"

 
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I believe the mod load order is still based on the folder names on the mods in the "Mods" folder. The "sort order" is basically alphabetical, with numbers being before letters. Im not sure about the sort order of uppercase vs lowercase, but you can usually see how the sort order by viewing the files on a file explorer UI. Usually to get a mod to load "first" you can rename the mod folder to have a number in front of it like "1", and to get it to load last you can put a "z" in front of it. 
 

Example: in /Mods

aMod

bMod

aMod loads first. to get bMod to load first, rename it to anything "before the letter "a", which the easiest to choose would be to rename it to "1aMod"

note that some mods that are already named with numbers in the front (like the NPc packs and supporting mods) likely do need to load "first" so of you have any, just make the number in front of the mod name bigger than their numbers, like "9aMod"
Thanks for the info, I went ahead and renamed the files so that this mod loads first thing after Darkness Falls and I'm still getting the same warning saying that it didn't apply. My best guess is that it was a fluke that I was able to loot a ring in the first place. Anybody have any clue how to make it function with DF? Do I just need to copy and paste the text from this loot.xml into one from DF?

 
Thanks for the info, I went ahead and renamed the files so that this mod loads first thing after Darkness Falls and I'm still getting the same warning saying that it didn't apply. My best guess is that it was a fluke that I was able to loot a ring in the first place. Anybody have any clue how to make it function with DF? Do I just need to copy and paste the text from this loot.xml into one from DF?
Can you PM me the DF loot.xml ?
I can take a look at it and see if I can make a DF compatible loot.xml with my mod.

 
One thing to note:  Khaine replaces the entire file, he doesn't simply append his items onto it (he did talked about one point of changing his code to make it more friendly to other mods, but not sure if he did it yet or decided not to go that route).

He changed the loot groups in the container which is why you are not seeing the rings being added.   So even changing the order, this mod is adding the rings group to groupSmallSafeLoot, but DF is pointing to groupSafeLoot which is a new group created by Khaine.

vanilla

<lootcontainer id="6" name="smallSafes" size="8,5" sound_open="UseActions/open_safe" sound_close="UseActions/close_safe" open_time="1" loot_quality_template="qualPlus1Template">
    <item group="groupSmallSafeLoot"/>
</lootcontainer>




DF

    <lootcontainer name="smallSafes" count="1,3" size="8,5" sound_open="UseActions/open_safe" sound_close="UseActions/close_safe" open_time="1" loot_quality_template="qualPlus1Template" buff="buffScavengingServerHack,buffScavengingSkillXPTick">
            <item group="groupSafeLoot"/>
            <item name="oldCash" count="100,500"/>
        </lootcontainer>




Note:  This is an older version of DF I am referencing to (at work) so there might be changes since then, but this should help you to make a patch to work with DF.

 
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Looks like they removed or changed one of the loot groups in A21, as well as change LootGameStage to LootStage.  If you go into the Config/loot.xml and remove this line:

  <append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
        <item group="groupRelics" />
    </append>




Alternatively you could replace it with the below and that would maintain the code, but just have it ignored.

    <!--<append xpath="//lootgroup[@name='groupBuriedLootStashTreasure']">
        <item group="groupRelics" />
    </append>-->




As well as go to the Config/item_modifiers.xml and change all instances of this:

LootGameStage




to this:

LootStage




That allows the mod to run, though I don't know how well it works at this point.  I hope this isn't a problem Bladestorm, just trying to help.

 
Even though the descriptions of those rings that we changed don't appear to work, the loot stage bonus does appear to work.

 
Just wanting to give a bug report. If you could please make the Ring Of Amplification make pills not reduce your water every minute or so, that'd be wonderful.

The thing is, your Ring of Amplification seems to work by repeatedly using the food item. That'd be fine, in fact, I love it! However, it makes things like Steroids, Painkillers, and any medical drug that reduces water to essentially drain your water over and over and over. The best way to fix this would be to keep the current effect and everything with the ring the same, but adding an effect similar to the Water Purifier removing negative effects from Murky Water, but add it for all drugs/pills/meds so that the negative to water isn't counted.

 
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