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JaxTeller718 A19 Modlet Collection

Thanks Jaxteller718

For the great work of your mods, only one did not work in the a18.4 the car respawn, but this new one works well in a19.

 
Three new modlets for you guys today

19 Drink Change Revert

In b163 Pimps removed all poison from water and also removed a 1 point stamina hit on canned food. This made the perk associated with it useless now. This modlet adds those changes back in.

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Animal Population Control

b164 added absurd probabilities and faster respawning for animals resulting in players having hundreds of meat by day 5. This modlet reverts animals back to pre b163 status.

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Loot Rebalance

A big one and ongoing based on feedback. This trims down loot amounts in several key areas for more challenging gameplay. Treasures have had their counts reduced a bit, some loot containers have had weapons removed from them, and ammo has been shaved in half. More work will be done in the future.
 
Thanks for the [SIZE=15.68px]modlet [/SIZE]Jaxteller718.

It seems the Loot Rebalance need a little fix cause i got a error when i load the game 

lootentryerror.png

error.png

 
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Would it be possible to create a modlet that greatly reduces the drop rate of quality 6 items for all weapons, gear, tools? I understand we can set a lower universal drop rate (looking at setting drop rate to 25-30%), but unfortunately we see way too many quality 6 items as if they were common drops rather way too soon. 

Example of goal: If the leveled loot gives a 10% chance to drop a quality 6 item, I would like this dropped to 3% chance (essentially cutting the chance by around 75%)

Also looking for a modlet that greatly limits what the Traders' have available, thus giving crafting more meaning/purpose.

Things I would like to change if possible:

- remove all vehicle parts from all Traders' level lists 

- limit the quality of all weapons, armor, tools to max quality 3 that a Trader can have available, thus giving crafting more meaning/purpose. 

- limit all weapons, armor, tool rewards for quest options to max quality 3

Kind Regards! 

 
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I've been running a server with your mod since the last version of the experimental with biome zombies x4 with slight tweaking and increased wandering hordes and am not sure if something currently borked with the new patch affecting zombie spawns, but with the mods running no zombies have spawned other then sleepers nor have animals for the first two days. Still figure it might just be something related to the patch, but am unsure. Even went into creative to fly extremely far out of the safe zone just to be sure however no dice. It worked fine in the last experimental version to note.

 
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The update broke everything. I'll try to get it fixed soon but rh broke too and I'm going to be honest I'm reaching a breaking point with this game.

Might be time to move on until they go gold if they ever do. Redoing mods every 5 days especially something like rh is no longer fun.

I'm fixing more than playing and with rh by the time I fix last patches breaks a new one drops. At this rate I'm not sure when rh will be ready.

 
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I've been running a server with your mod since the last version of the experimental with biome zombies x4 with slight tweaking and increased wandering hordes and am not sure if something currently borked with the new patch affecting zombie spawns, but with the mods running no zombies have spawned other then sleepers nor have animals for the first two days. Still figure it might just be something related to the patch, but am unsure. Even went into creative to fly extremely far out of the safe zone just to be sure however no dice. It worked fine in the last experimental version to note.
I had go into the modlet and change the spawning.xml they changed the animal group  from FriendlyAnimalsForest to WildGameForest now for all of the friendly Animals this goes other biomes like Desert also.

 
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These mods are great but they need more work on death penalties. Increased difficulty isn't as exhilarating if dying doesnt mean much. I'd love the option for a eventual perma death if a player is careless, with being able to prevent it happening with proper self care, be it, crafting a difficult, a resource expensive item or a rare drop in the world.

It could be that death gives you the infection, but its very slow to increase, and goes up by a certain percentage point after another death, until eventually hitting 100% and perma death.

Just an idea.

 
Good Day JaxTeller718

I'm thinking todays update to A19 _ b 173 might have broken .... Increased Wandering Horde Sizes .. I'm day 3 going to day 4 and I haven't even seen a wandering horde, which isn't normal for my games. I started a new one and I play Survivalist. You might want to check it.

Thank you .. Have Fun and Be Safe ... the Old Gamer .. 😌

 
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Jax, I hate to ask this for you do so much for the community but could you please do a trader modlet that is in line with the stone age start please. The trader selling guns and ammo on day 1 sorta breaks what the stone age start is all about. 

 
Jax - great mods as always. many thanks.

In a CO-OP game (not a server) if the HOST has these mods installed, do the hosted players also get the affect?
answer my own question: just the host needs them (tested last night)

ISSUE FOUND: the microwave bowls have no icon ..

 

 
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I would like the microwave and stove to need electricity. Also Charcoal Grill on charcoal and Gas Grill on gas

 
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