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Robeloto's A20 modlets

nerfemall.jpg

Updated 2022-02-19. Pipe gun and ammo nerf!

A big props to Jaxteller718 as many of his modlets inspired me to make this mod.
Makes the game more challenging and takes more time to reach end game content.​

You think this game is easy and you are so bored you can't stand it? Good, check out this modlet. The name can be a bit confusing as it can also mean that the difficulty is decreased, but it is not. The 'easy to get stuff' is nerfed and the challenging stuff is increased. Maybe someone have an idea of a better name of this modlet? Anyway, almost everything in this modlet is nerfed to make the game much harder.This is making the early gamestage longer lasting and more challenging.

The white river citizen quest is removed and now you have to find a trader by yourself. Heat map strength for the workstations are increased. Noise heat map strength from weapons is also increased. Do not rely just on weapons, cause that will punish you....with screamers.

Farming takes now 7 hours for the crops to grow instead of 1 hour. Harvesting materials is reduced.

Safes is harder to break up. The wandering hordes is much larger. Stone tools do less damage on metal. All tools/weapons can break. Ammo damage is reduced. Pipe weapons are nerfed.

Looting is heavily nerfed and finding a wrench is almost impossible. Auger, Crucible and Steel Pickaxe/Sledgehammer is removed from loot. Better to make them yourself now as it is "supposed" to be, Quest rewards are nerfed. I only buffed up the challenge rewards cause they were way too bad. Traders does not sell as much as in the original and they restock every 2 weeks. In progression I nerfed the Sledgehammer a lot, but it is still OP, just not as much.

I have listed everything that is nerfed down below.
Click on SPOILER

         Blocks

  • Increased heat map strength, time and frequency with about 20~% for all workstationsThis will attract screamers a bit more than usual.
  • Decreased chance to get honey from tree stumps with 25%
  • Decreased all harvesting resources by 50%~
  • Farming is a lot harder now. Slowed down the crops growing rate. Default is 60, in this mod it is 250. It takes about 4 hours for the crops to grow now instead of 1h~.
  • Harder to break up safes, their durability is increased with over 300%. Makes more use of the lockpicks. 
  • Get less snow when digging


         Biomes

  • No surface ores, except snow and wasteland with a very low chance.
  • Less Chrysantemum, Cotton, Aloe vera and Yucca plants.
  • Less Birdnests.
  • Less Grass in forest biome


         Gamestages

  • Get a large horde that is split up in 3 waves, each day.


         Items

  • It is not realistic with stone tools do so much damage on safes and other metal objects. Now stone tools do much less damage on metal objects, except from the sledgehammer.
  • All tools and weapons can break
  • Pipe weapons are nerfed with 1.2 entitydamage.
  • All ammo damage is reduced by about 20-25%~
  • All damage from thrown explosives/molotovs is also reduced. The molotov also only lasts for about 8 seconds, instead of the unrealistic 16 seconds.
  • Vehicles durability is reduced by a lot. Now you actually have to repair them.
     
    Loot
  • The chests and weapons bag has less items in them.
  • Removed Auger, ImpactDriver, Ratchet, Crucible, Steel Pickaxe and Steel Sledgehammer completely from the lootcontainers. You can get auger in quests.
  • Also removed The Pickaxes from all lootcontainers, but you still can get an Iron Pickaxe from quests.
  • Treasure map loot chance reduced from a 0.09% chance to 0.02%. They should be rare to find.
  • Workstations is now much harder to find in the world.
  • Removed the wrench, ratchet, impactdriver, crucible and forge schematic from the schematictools group.
  • Wrench is removed from all the lootcontainers.
  • Treasure loot decreased by half
  • Nailgun loot chance decreased by 40%
  • Less drinks from the drinks lootgroup
  • Less water from luggage and fridges. Decreased water chance by 25%.
  • Lower chance to get water from the microwaves
  • Quest ammo reward is heavily reduced as it was way too much in original.
  • Quest thrown explosive ammo reward is also reduced. Molotov only last 8 seconds instead of 16.
  • Lowering GroupQuestTools chances from quest, Iron/Steel Pickaxe, Auger
  • Lowering GroupQuestWeaponsMelee - Iron/steel sledgehammer.
  • Lowered the Quest reward for Casino coins
     
    Progression
  • You now need to have Advanced Engineering level 3 to be able to craft a forge, tablesaw workbench, cementmixer and various traps.
  • Unlock wrench at Salvage Operations level 3 instead of 1.
  • Club is nerfed in the perks, nerf is about 20~30%
  • Sledgehammer is nerfed in the perks again. This weapon is still OP, even with the nerf. I would say the nerf is about 40-45%.
  • Stun Baton, only nerfed it a tiny bit as it is really no way an OP weapon, but just to even it out with the sledge and club weapons.
  • MasterChef Perk is changed. Stage 1 gives you only recipes for BaconAndEggs ,BakedPotato, CornBread and CornOnTheCob. Stage 2 gives BoiledMeat, GrilledMeat, RedTea, Coffee and GoldenRodTea recipe. Stage 3 gives SteakAndPotato, BlueberryPie, MeatStew, VegetableStew, PumpkinPie, PumpkinCheesecake and PumpkinBread recipe. Stage 4 gives ShamChowder, HoboStew, FishTacos, YuccaJuiceSmoothie, ChiliDog and Beer recipe. And finally stage 5 gives GumboStew, ShepardsPie, Spaghetti, TunaFishGravyToast, GrandpasMoonshine, GrandpasAwesomeSauce and GrandpasLearningElixir recipe.
  •  You will unlock Iron Pickaxe at Miner69r stage 3 instead of 1.
     
    Quests
  • White river citizen quest is removed, so now you have to find a trader yourself without any help.
  • The Trader cannot show you the way to the next trader. Updated fix 2022-01-20
  • Tier 1 Quest Reward nerfed - Removed Bicycle, Forge, Wrench, Helmetlightschematic (Added bicycle parts).
  • Tier 2 Quest Reward nerfed - Removed Workbench
  • Tier 3 Quest Reward nerfed - Removed Darttrap, Genbank, Chemstation
  • Tier 4 Quest Reward nerfed - Removed Batterybank, Bladetrap. (Added Darttrap)
  • Tier 5 Quest Reward nerfed - Removed Autoturret, Forged Steel, Legendaryfirearms. (Added Blade trap, Generatorbank.)

    Recipes
  • Harder to make gunpowder. 50% more resources is needed. If it was a way to decrease the veins of coal and nitrate powder, I would have done that too.
  • Junkturret ammo now needs 5 iron instead of just 3.
  • More snow is needed to make water
     
    Sounds
  • Noise heat map strength increased on all guns. Relying too much on ammo and weapons will punish you with screamers.
     
    Traders
  • Removed Auger, Steel pickaxe, Steel sledgehammer, Crucible, Wrench, Forged iron/steel, placeable motorvehicles and workstations. Go make them yourself as it is "supposed" to be. Do not rely on traders so much!
  • Ammo is scarce so now the traders sells much less ammo. Ammo is often considered gold in this postapocalyptic world.
  • Building materials is also reduced, like cobblestone, cement and concrete mix.
  • Traders has less items to sell and the restock day is now every 2 weeks instead of daily.
  • Less items in vending machines and they never restock, well, they do... in 999 days, but who has gone so far in game days? It is not realistic that they get restocked so often in the original.


Disassemble Traps

You can disassemble all types of spike traps with a wrench and have a 45% chance to get the full trap back.

Loud Sounds Lowered

Chainsaw and Auger has been heavily lowered. Most of the other sounds has just been lowered a bit to match all other in game sounds.

Sounds that have been lowered

Chainsaw and Auger

Junkturret fire

Picking up items <--- This became annoying when chainsaw and auger were lowered, so I lowered this too.

Forge/campfire burns out

Purchase skill

Hitting bedrock

wrench harvest

when earth is destroyed

when glass is destroyed

when metal is destroyed

when wood is destroyed

metal hit metal

Open chest/cupboard

Open/close inventory

Trader sound open/close

When trees falls

When trees breaks


No Zombie Death Sound - updated 2021-12-31

Now you cannot be 100% sure they died., especially if you also use Guppys RandomGeterUpper and without the xp stats announce bar. The death sounds has been replaced with the pain sounds. The sound that they do when you hurt them.

Quest Music - updated 2021-12-31

Anyone is bored of only hearing the original quest sounds and music?

Well, I made a modlet that adds more to the original quest sound and music. It is not much now as it is only 12 tracks, but I will keep adding. The original sounds is still there and the music chosen by the game is random. I have tried to make them as post-apocalyptic as possible. I also added level up music. Some music are from this game, like the old menu musics. And others are from Free Royalty Music (no copyright)

The beginner starter quest can annoy you with a lot of music as it is 7 subquest and one final. Let me know if any music feels out of place or are a bit too loud or too low.

Here is the list of where I have added more music too:

quest_failed1

quest_started1

quest_started2

quest_started3

quest_started4

quest_subtask_complete1 <- complete a sub quest

quest_subtask_complete2

quest_master_complete1 <- when you complete a full quest

quest_master_complete2

levelupplayer1 <- - level up sound

read_skillbook_final1 <-- when you have read every chapter


Stack more items - updated 2021-12-31

Over 164 items added that you can stack a lot more

Pick up Traps and Mines

Now you can pick up iron and wood traps and all type of mines. This may be OP, but it's fun.

________________________________________________

Download all mods here

 
Last edited by a moderator:
These don't really fit into my game at the moment, but for pure fun and imaginative additions to an otherwise vanilla game they are brilliant !!!

Really opens the door for final big bad ass bosses in game.

 
These don't really fit into my game at the moment, but for pure fun and imaginative additions to an otherwise vanilla game they are brilliant !!!
Really opens the door for final big bad ass bosses in game.
Thank you!

I have forgot to mention that the zombiecop spitting flames is not my idea at all. Apparantly this hellcop has been around since A12 or even earlier. I got the idea from this thread and created him when I played A15.2.

The rest of the bosses was inspired from that cop. I actually made them in A15, except biker, vulture and anaconda and I figured now when I have started playing again to actually create a modlet for this. That's the story. :)

 
I'm getting an error...

Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies_Hard' failed


yyUnexpectedEof


Also occurs with the 'RobelotoCustomZombies' version. Haven't tried it with the Easy, but I'm sure the result would be the same...

Does EAC have to be on? Would it conflict with other modlets?

 
I'm getting an error...
Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies_Hard' failed


yyUnexpectedEof


Also occurs with the 'RobelotoCustomZombies' version. Haven't tried it with the Easy, but I'm sure the result would be the same...

Does EAC have to be on? Would it conflict with other modlets?
Be more helpful to pin point the error if you uploaded the output.log

 
2019-02-28T01:22:52 14.286 WRN XML patch for "blocks.xml" from mod "FastGrowFarmingMod" did not apply: <set xpath="/blocks/block[@name=fruitTreeGrowingMaster]/property[@name=PlantGrowing.GrowthRate]/@value"

2019-02-28T01:22:52 14.289 WRN XML patch for "blocks.xml" from mod "FastGrowFarmingMod" did not apply: <set xpath="/blocks/block[contains(@modTag,'growingPen')]/property[@name=UpgradeRated.Rate]/@value"

(I dont know the mod here but seems there is a issue here maybe talking to the creator of the mod)

then there is this -

2019-02-28T01:22:55 17.409 WRN XML patch for "items.xml" from mod "Weapon Magazine Size Modlet" did not apply: <set xpath="/item_modifiers/item_modifier[@name=modGunMagazineExtender]/effect_group/passive_effect[@name=MagazineSize]/@value"

(Is this my modlet - as it works fine for me try redownloading it as i had stuff in there from another modlet i used that maybe you didnt)

then this -

2019-02-28T01:22:58 20.398 ERR XML loader: Patching 'entitygroups.xml' from mod 'RobelotoCustomZombies' failed

2019-02-28T01:22:58 20.398 EXC Error during parse of /entitygroups/entitygroup[@name='ZombieBadassGroup'

yyUnexpectedEof

at Mono.Xml.XPath.XPathParser.yyparse (yyInput yyLex) [0x00000] in <filename unknown>:0

at Mono.Xml.XPath.XPathParser.Compile (System.String xpath) [0x00000] in <filename unknown>:0

Rethrow as XPathException: Error during parse of /entitygroups/entitygroup[@name='ZombieBadassGroup'

at Mono.Xml.XPath.XPathParser.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathExpression.Compile (System.String xpath, IXmlNamespaceResolver nsmgr, IStaticXsltContext ctx) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathExpression.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XPath.XPathNavigator.Compile (System.String xpath) [0x00000] in <filename unknown>:0

at System.Xml.XmlNode.SelectNodes (System.String xpath, System.Xml.XmlNamespaceManager nsmgr) [0x00000] in <filename unknown>:0

at System.Xml.XmlNode.SelectNodes (System.String xpath) [0x00000] in <filename unknown>:0

at XmlFile.AppendByXPath (System.String _xpath, System.Xml.XmlElement _xml, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.singlePatch (.XmlFile _targetFile, System.Xml.XmlElement _patchElement, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.PatchXml (.XmlFile _xmlFile, .XmlFile _patchXml, System.String _patchName) [0x00000] in <filename unknown>:0

at XmlPatcher.LoadAndPatchConfig (System.String _configName) [0x00000] in <filename unknown>:0

UnityEngine.DebugLogHandler:Internal_LogException(Exception, Object)

UnityEngine.DebugLogHandler:LogException(Exception, Object)

UnityEngine.Logger:LogException(Exception, Object)

UnityEngine.Debug:LogException(Exception)

Logger:masterLogException(Exception)

Logger:Exception(Exception)

Log:Exception(Exception)

XmlPatcher:LoadAndPatchConfig(String)

<loadSingleXml>c__Iterator1:MoveNext()

UnityEngine.SetupCoroutine:InvokeMoveNext(IEnumerator, IntPtr)

(The error lies here -


<append xpath="/entitygroups/entitygroup
[@name='ZombieBadassGroup'">


<entity name="zombieFireBoss" prob="0.08"/>



<entity name="zombieMaleHazmatShocker" prob="0.2"/>



<entity name="zombieBikerGiant" prob="0.05"/>



</append>


It is missing the end tag ] inbetween the ' and " at the end.

then this -

2019-02-28T01:22:58 20.803 WRN XML patch for "XUi/xui.xml" from mod "S420_SimpleUI-BiggerBackpack120" did not apply: <set xpath="/xui/ruleset[@name=default]/window_group[@name=looting]/window[@name=windowLooting]/@name"

this is the one i have and it works fine -


<set xpath="/xui/ruleset[@name=default]/window_group[@name=looting]/window[@name=windowLooting]/@name">S420windowLooting</set> as you can see it is the same so maybe fix the above errors and it will flow thru. happy to take a look after you fix the above ones with a new output.log



also if you tell me which mod the first 2 lines are from i can look at that to for you


 
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@ ROBELOTO

In your entitygroups xml you have a error -

<append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup'">

It is missing the end tag ] inbetween the ' and " at the end. so should look like this -

<append xpath="/entitygroups/entitygroup[@name=ZombieBadassGroup]">

 
Hey, thanks. And for those others, despite saying "[Modlet name] did not apply," they still work.
Yeh they be yellow colour just weird you get those errors as I don't with the weapon mags one and backpack hope it works for you now

 
@ ROBELOTO
In your entitygroups xml you have a error -

<append xpath="/entitygroups/entitygroup[@name='ZombieBadassGroup'">

It is missing the end tag ] inbetween the ' and " at the end. so should look like this -

<append xpath="/entitygroups/entitygroup[@name=ZombieBadassGroup]">
Yes, I just realized. I am not home right now, but will fix as soon as I get home.

Edit: Ok, now it's fixed.

 
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Real nice Robeloto! Any chance in the future for a stand-alone Anaconda modlet (as an extra hostile animal)? =)

giphy.gif


 
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Holy cannoli that was fast!! Very much appreciated Robeloto.

In your honor, I shall share this awesome anaconda with unsuspecting family members =)

-B

 
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Hello.

It would take a nemesis like in resident evil.

Very tall, very slow to move but with a machine gun in the right hands and rocket launcher in the left hands.

Possible to do this?

 
Hello.
It would take a nemesis like in resident evil.

Very tall, very slow to move but with a machine gun in the right hands and rocket launcher in the left hands.

Possible to do this?

Probably possible with SDX. I am still in the learning how to animate 3D models I made and getting them into the game. Wish I had more time, because I love this game.

I do not think it is possible to do this with just a modlet. I could make a tall slow zombie spitting 7.62mm rounds though. xD

 
I use this on my server, and the players love the "surprises" they get. I lowered the block damage of the badass dudes, because they did not only one hit my poor players, but also vaporize prefabs in minutes, what we don't want.

But it is kinda satisfying to read in chat a player yelling, he is chased by a giant snake, or those wtf moments when players realize, the slow walking Hazmat Dudes spit electric 'nades :D

 
Probably possible with SDX. I am still in the learning how to animate 3D models I made and getting them into the game. Wish I had more time, because I love this game.
I do not think it is possible to do this with just a modlet. I could make a tall slow zombie spitting 7.62mm rounds though. xD
No, but I do not ask you to see his rocket launcher and his machine gun.

Just as big as the giant zombie biker, who makes a different sound, slow but powerful.

In fact, nothing but noise you must be afraid without seeing it.

 
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