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

i dont know if its supposed to yet, but the ring of angler is either not working, or no clear instructions on how to use it. it could also be wip but in that case, could you put it in the name ingame please? thanks for the atention




Its a joke item based off this joke:
3Dlfqzv.png


 
SO, I've been playing with this mod since A21 first released in experimental. I've honestly had a ton of fun with it, but I have found a few glaring balance issues I wanted to talk about.

1. Rings in slots. I think one of the biggest problems is that the rings take the place of Customized Fittings and Muffled Connectors. This is okay, but with the new system of mod slots, it makes slots even more valuable and causes some issues. I recommend perhaps making a couple merged-rings that allow you to merge rings together, maybe a special Ringsmith Workbench (More on that below). Either that, or look into how Khaine found to increase the number of slots past 6, he did find a way a while back but I'm unsure how he did it myself.

2. Ring of Agony isn't worth the health reduction for the amount of bonus that you give. With how many rings add other sources of damage (For instance the Ring of Beginnings), the Ring of Agony is a waste. In my game, instead of -50 and -60 Rings of Agony Hp debuff, I reduce it to -10 and -20. This feels more balanced, especially in Insane Nightmare.

3. Ring of Holding is kinda useless. A balance idea I had was to make the Ring of Holding be essentially a replacement for Customized Fittings + Triple Armor Pocket + Advanced Muffled Connectors. That's what I do in my game.

4. Ringsmith Workbench - There's tons of rings that I believe should be upgradeable (With steel, diamonds, gold, and silver) to their advanced version. Not only that, but I think it'd be really good to make "One Rings" that allow you to merge and add rings together. For instance, a Superior Diamond Ring of Greed would add the Wish Ring Quest Loot +1, Diamond Ring, and Ring of Greed together, for the cost of each of those rings. You could also do a merged ring for the Ring of Scorch and Ring of Venom, adding poison and fire to all attacks.

5. Ring of Assassin is amazing. Nothing is wrong with it. I just wanted to thank you for adding it, because my main gameplay style is an assassin. It's so wonderful.

6. Ever consider a Ring of Weaponmaster that adds a bonus to a specific type of weapons? And then you could add a Ring of the Warlord that merges all of them together as well.

7. The Ring of Twin Terror is kinda useless. Same for the Ring of Arrow Rain or whatever it is. it uses your arrows MUCH too quickly. Would there perhaps be any way to balance it by making the extra arrows not cost you arrows? If that's not possible, maybe you could add in something like just flat archery damage, instead. The only thing I can think of it being useful for is if you need to kill a powerful zombie quickly.

Anyways, wanted to praise how good this  mod is and tell you little changes I made for it to make it even better, in case you'd like to add any of them to the base game. I DO very much hope you make Merged Rings sometime!

 

 
Thanks for your feedback, and thoughts, and prayers.

1. Rings in slots. I think one of the biggest problems is that the rings take the place of Customized Fittings and Muffled Connectors. This is okay, but with the new system of mod slots, it makes slots even more valuable and causes some issues. Look into how Khaine found to increase the number of slots past 6, he did find a way a while back but I'm unsure how he did it myself.
I feel most Rings provide a lot of power and justify having to make the decision on whether you want non-ring modifiers on a slot.
As for more mod slots on hand items, I'll likely add 2 craftable or lootable equipment items:
1) Glove with 5 slots.
2) Glove with 6 slots.

2. Ring of Agony isn't worth the health reduction for the amount of bonus that you give. With how many rings add other sources of damage (For instance the Ring of Beginnings), the Ring of Agony is a waste. In my game, instead of -50 and -60 Rings of Agony Hp debuff, I reduce it to -10 and -20. This feels more balanced, especially in Insane Nightmare.
Ring of Agony has been updated to be -[15/25/35] Health, the update to the mod hasnt been released yet.

3. Ring of Holding is kinda useless. A balance idea I had was to make the Ring of Holding be essentially a replacement for Customized Fittings + Triple Armor Pocket + Advanced Muffled Connectors. That's what I do in my game.
I'll look into adding some kind of a buff for Ring of Storage. Likely I'll leave it as it is, and just make a new Ring type that has storage and some other stat(s).

6. Ever consider a Ring of Weaponmaster that adds a bonus to a specific type of weapons? And then you could add a Ring of the Warlord that merges all of them together as well.
On my development list for the Rings mod, I have a section for something like this, but never finished it, because many ideas have moved/changed/scrapped.
I have reworked that section and I have 2 ideas of what I'd like to do with weapon specialization rings, some ideas are brought over to my Relics mod, which the next update will have a lot new relics.

7. The Ring of Twin Terror is kinda useless. Same for the Ring of Arrow Rain or whatever it is. it uses your arrows MUCH too quickly. Would there perhaps be any way to balance it by making the extra arrows not cost you arrows? If that's not possible, maybe you could add in something like just flat archery damage, instead. The only thing I can think of it being useful for is if you need to kill a powerful zombie quickly.
It may be possible to fire multiple projectiles with 1 ammo. I will do an experiment. But when I was doing Archery playthrough with + Additional Projectile rings, I didnt have an issue with ammo, it may be the difficulty settings you have, or something else? (through loot, vendors, and The Huntsman perk, I got A LOT of ammo)
Ring of Twin Terror is just an option for someone to be able to shoot more projectiles with Bow / Crossbow, but loose a bit of damage (+1 proj for -15% to -25% damage is really worth it especially with more +% Damage sources)
Ring of Splinter Rain has 3 variants and each one has its purpose.
Going back to point 6, I have some notes in my development list for Archery Rings (ones that dont have + Projectiles).
 

Ring Forge
Merging Rings
Regarding the Ring Forge / Merging Rings, unfortunately some rings have variants which is a duplicate ring item but with changed stats.
If I wanted to make Ring of Swift Agony (requires Ring of Stride + Ring of Agony) there would have to be 18 (6 x 3) of the same recipe. Because there are 6 entries for Ring of Stride and 3 entries for Ring of Agony. I had to do it this way because when first making the mod I found out you cant easily have roll ranges, so I had to make a new item entry for each value of a roll range. I have an idea on how to roll a stat between values using cvar, but the issue would be getting that value from item_modifier.xml to buffs.xml.

My solution to this would be to make rings be scrapable and you get a Shard of X (So if you scrap any of the Ring of Strides, you'd get Shard of Stride).
In my development list I have a section for this system, but havent worked on it:
1) I dont want rings to be too powerful yet. They are intended for core game, if the rings seem to OP, someone can go to the core game's difficulty and increase it from the menu options. I dont want to balance the rings while factoring in other difficulty mods.
2) I want my more creative ideas to go into my Relics mod, so some ideas I had for some Rings have moved over. I want the Rings mod to be more simple ideas, I still have a good number of rings I'd like to add that fall under simplicity.
3) I am running out of ring icons that fit the theme of a ring. This is kind of a silly reason, but it matter to me to have some consistency (I dont want to grab icons from multiple games / sources if they dont match similar art styles).

 
It would be possible a ring that:

Will add speed to:
meleeToolRepairT3Nailgun
<property name="Class" value="Launcher"/>
<property name="Delay" value=".1"/>
<property name="Class" value="Repair"/>
<property name="Delay" value=".1"/>

 
Little update on this mod, I plan to have a medium sized update to the Rings mod in mid to late September.

EDIT #1:
 

Sorry for the delay everyone,  just really busy with all kinds of projects going on right now.

The Rings mod has a small addition being worked on.

(For those interested in the Relics mod I have a large addition being worked, and it should be released SOON™. Be sure to check out the Relics mod forum post for teasers of new Relics)

 
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I'm getting a weird warning for this and relics in my game\log

2023-11-01T14:04:38 3.739 INF [MODS] Trying to load from folder: 'bsg_relics'

2023-11-01T14:04:38 3.739 WRN [MODS] bsg_relics/ModInfo.xml does not define a valid non-empty Name (^[0-9a-zA-Z_\-]+$). Please consider updating it for future compatibility.
2023-11-01T14:04:38 3.739 WRN [MODS] bsg_relics/ModInfo.xml does not define a valid Version. Please consider updating it for future compatibility.

2023-11-01T14:04:38 3.739 INF [MODS] Loaded Mod: BSG Relics (A21_1_0)
2023-11-01T14:04:38 3.739 INF [MODS] Trying to load from folder: 'bsg_rings'
2023-11-01T14:04:38 3.739 WRN [MODS] bsg_rings/ModInfo.xml does not define a valid non-empty Name (^[0-9a-zA-Z_\-]+$). Please consider updating it for future compatibility.
2023-11-01T14:04:38 3.739 WRN [MODS] bsg_rings/ModInfo.xml does not define a valid Version. Please consider updating it for future compatibility.
2023-11-01T14:04:38 3.740 INF [MODS] Loaded Mod: BSG Rings (A21_1_0)

 
By editting the mod.xml I got the game to load it up in 1.0, but unsure if it's loading the rings into loot.

EDIT: I have used god mode to zoom around and set myself to loot stage 100, and I have found 0 rings and a VERY few relics from the relic mod. I think they changed looting again.

 
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By editting the mod.xml I got the game to load it up in 1.0, but unsure if it's loading the rings into loot.

EDIT: I have used god mode to zoom around and set myself to loot stage 100, and I have found 0 rings and a VERY few relics from the relic mod. I think they changed looting again.
I'll be checking out 1.0 this weekend and begin work on updating the Rings and Relics mod to be compatible with game version 1.0

 
Updated the mod to work with Game Version 1.0 Experimental / Beta:
https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=drive_link

• Fixed an issue with the Ring of Life Essence where Max HP bonus would be removed while the ring's proc effect was on Cooldown.
• Loot probability has been unchanged on my end. (Looting Relics may be more rare if the core game’s loot structure has been changed in 1.0 from alpha)

If you want to support me, please check out my indie game:
https://store.steampowered.com/app/1186950/Astro_Combat/

 
Hi @Bladestorm Games the latest version for 1.0 Experimental seems to be missing the items xml so the rings are not showing in game other than this I love the mod (and unique relics) and was pleased to see them updated so quickly.

 
Hi @Bladestorm Games the latest version for 1.0 Experimental seems to be missing the items xml so the rings are not showing in game other than this I love the mod (and unique relics) and was pleased to see them updated so quickly.
Rings and Relics mods dont have the "items.xml" file, but they do have "item_modifiers.xml"
Are you saying that you're missing the "item_modifiers.xml"?
I checked the download files, and "item_modifiers.xml" is included.
If you go in game with cheat mode, and go to the Creative Menu (U key (Default Key)) and type "ring" in the search bar, you should see all the rings and their variants.
If the rings do show up in that menu, it all is working, but there may be an issue with loot. 

 
Edit: fixed - redownloaded for the 3rd or 4th time fixed it for me (item_modifiers file kept downloading as 120kb but showed as 127kb on download page at least this time)

 
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hey first time that i see this mod, but is there a way to disable sound of the rings like there is on the relics? hearing the ring of roar is starting to be annoying and is a bit too loud, sorry for asking if someone already asked the same thing, cheers

 
Hello
The first
Thank you very much for your work.

The second
The Rings:
modRingAmplifyT1, modRingAmplifyT2, modRingAmplifyT3

They are not increasing my buff time

 
Hey, just came to mention that the Thunderstruck Ring does not work, description says gives a thunderstrike effect on archery and spear throw, but there's no effect with either weapon type and spear throwing isn't in the game anymore.

 
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I would also like to add that the Ring of Stamina also does not function. It may sometimes appear to work the moment you put it on but then both in stats and in looking at your stamina, it does not properly increase your stamina regen amount.

 
hey first time that i see this mod, but is there a way to disable sound of the rings like there is on the relics? hearing the ring of roar is starting to be annoying and is a bit too loud, sorry for asking if someone already asked the same thing, cheers
I will eventually make an update for a no-sound version.

Hello
The first
Thank you very much for your work.

The second
The Rings:
modRingAmplifyT1, modRingAmplifyT2, modRingAmplifyT3

They are not increasing my buff time
Hey, just came to mention that the Thunderstruck Ring does not work, description says gives a thunderstrike effect on archery and spear throw, but there's no effect with either weapon type and spear throwing isn't in the game anymore.
I would also like to add that the Ring of Stamina also does not function. It may sometimes appear to work the moment you put it on but then both in stats and in looking at your stamina, it does not properly increase your stamina regen amount.


Thanks for the notice, I will take a look and fix the issues soon.

 
Hey, just came to mention that the Thunderstruck Ring does not work, description says gives a thunderstrike effect on archery and spear throw, but there's no effect with either weapon type and spear throwing isn't in the game anymore.
I've tested Ring of Thunderstruck and it works for me.
image.png
Note that it only works with Archery hits, so melee / turrets shouldn't trigger the effect.
Updated the ring's description so it no longer includes Spear Throw.

I would also like to add that the Ring of Stamina also does not function. It may sometimes appear to work the moment you put it on but then both in stats and in looking at your stamina, it does not properly increase your stamina regen amount.
I've tested Ring of Stamina and it works for me, both the Stamina increase, and Regen increase:

image.png

image.png


Also I'm making a note here regarding Ring of Amplification and Ring of Wish - Amplification variant, I may temporarily disable them to find a solution to making them work.

Seems they changed how something works and I'm trying to figure out what that something is.

I got it to somewhat work, but the timer/duration of a consumable buff kept alternating between as if you had the ring equipped and didnt, every update to the timer/duration.
It seems I'm fighting $MetabolismDuration where my buff try's to update that value and the game updates it to a default value based on perkSlowMetabolism:
(progression.xml --> perkSlowMetabolism)

Code:
<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$MetabolismDuration" operation="set" value="1,.909,.833,.769,.714,.667"/>
 
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Bladestorm Games said:
Also I'm making a note here regarding Ring of Amplification and Ring of Wish - Amplification variant, I may temporarily disable them to find a solution to making them work.

Seems they changed how something works and I'm trying to figure out what that something is.

I got it to somewhat work, but the timer/duration of a consumable buff kept alternating between as if you had the ring equipped and didnt, every update to the timer/duration.
It seems I'm fighting $MetabolismDuration where my buff try's to update that value and the game updates it to a default value based on perkSlowMetabolism:
(progression.xml --> perkSlowMetabolism)

<triggered_effect trigger="onSelfProgressionUpdate" action="ModifyCVar" cvar="$MetabolismDuration" operation="set" value="1,.909,.833,.769,.714,.667"/>





 I think this has something to do with it

            <triggered_effect trigger="onSelfBuffStart" action="RefreshPerks"/>
            <triggered_effect trigger="onSelfBuffRemove" action="RefreshPerks"/>

 
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