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
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.
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.
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.
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
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
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
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