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Royals Vanilla+ Mod

Rebalance Mines

After my tests i decide to change nothing.

The descriptions about the Damage of mines in the forum made me expecting a very different result.

Tests

Cooking pot 34 Hp left @ Nudestart

Cooking pot 30 Hp left @ Nudestart

Cooking pot 27 Hp left @ Nudestart

Hubcap Landmine 16 Hp left @ Nudestart

Hubcap Landmine 14 Hp left @ Nudestart

Hubcap Landmine 14 Hp left @ Nudestart

Hubcap Landmine 29 Hp left @ Nudestart

Airfilter Landmine Death @ Nudestart

Airfilter Landmine Death @ Nudestart

Airfilter Landmine Death @ Nudestart

Tin Landmine 58 Hp left @ Nudestart

Tin Landmine 58 Hp left @ Nudestart

Tin Landmine 58 Hp left @ Nudestart

 
Last edited by a moderator:
Rebalance Torch

The Torch feel suboptimal. I double the chance to burn enemys

Code:
<!-- ###################################MOD#################################### -->
<!--
	<property name="Buff" value="burning"/>
	<property name="Buff_chance" value="0.1"/>
-->
	<property name="Buff" value="burning"/>
	<property name="Buff_chance" value="0.2"/>
<!-- ###################################MOD#################################### -->
 
Last edited by a moderator:
Rebalance of modern weapons and ammo

Modern weapons hold their rarity for the moment.

But the player can not longer produce modern ammonition, only the Blackpowder based +44Bullet+ and blunderbuss ammo.

* +Revolver+ uses +44Bullet+

* +Rifle+ uses +44Bullet+

* Blunderbuss uses Blunderbuss ammo

* Bow using arrows

* Crossbow using Bolts

are so balanced that they work as weapons for the normal case.

This means not that high end weapons would be useless, the player simply cant use them all the time.

Further there are upgrades that make the player in the endgame even stronger.

 
Last edited by a moderator:
Rebalance of modern weapons and ammo

Removed in Recipes

Code:
[color="#FF0000"]
<recipe name="44MagBullet" count="1" craft_area="workbench">
<ingredient name="bulletTip" count="1"/>
<ingredient name="gunPowder" count="3"/>
<ingredient name="bulletCasing" count="1"/>
</recipe>

<recipe name="762mmBullet" count="1" craft_area="workbench">
<ingredient name="bulletTip" count="1"/>
<ingredient name="gunPowder" count="3"/>
<ingredient name="bulletCasing" count="1"/>
</recipe>

<recipe name="9mmBullet" count="1" craft_area="workbench">
<ingredient name="bulletTip" count="1"/>
<ingredient name="gunPowder" count="1"/>
<ingredient name="bulletCasing" count="1"/>
</recipe>

<recipe name="shotgunShell" count="1" craft_area="workbench">
<ingredient name="buckshot" count="1"/>
<ingredient name="gunPowder" count="2"/>
<ingredient name="paper" count="1"/>
</recipe>

<recipe name="shotgunSlug" count="1" craft_area="workbench">
<ingredient name="bulletTip" count="5"/>
<ingredient name="gunPowder" count="4"/>
<ingredient name="bulletCasing" count="3"/>
</recipe>
-->
[/color]
Removed in Items

Code:
[color="#FF0000"]
<!--
<item id="957" name="shotgunSlugSchematic">
<property name="Extends" value="schematicMaster"/>
<property name="EconomicValue" value="500"/>
<property class="Action1">
	<property name="Recipes_to_learn" value="shotgunSlug"/>
</property>
</item>
-->
[/color]
Removed in Loot

Code:
<lootgroup name="rareBooks" count="1">
<item name="ak47Schematic"/>
<item name="augerSchematic"/>
<item name="chainsawSchematic"/>
<item name="clubSpikedSchematic"/>
<item name="explodingCrossbowBoltSchematic"/>
<item name="firstAidKitSchematic"/>
<item name="flamingArrowSchematic"/>
<item name="gasCanSchematic"/>
<item name="ironBootsSchematic"/>
<item name="ironChestArmorSchematic"/>
<item name="ironGlovesSchematic"/>
<item name="ironHelmetSchematic"/>
<item name="ironLegArmorSchematic"/>
<item name="minibikesForDumb♥♥♥♥s"/>
<item name="rocketLauncherSchematic"/>
[color="#FF0000"]<!--	<item name="shotgunSlugSchematic"/>   -->[/color]
<item name="sledgehammerSchematic"/>
<item name="smgSchematics"/>
<item name="sniperRifleSchematic"/>
<item name="theEnforcerMagazine"/>
<item name="nailgunSchematic"/>
<item name="compoundBowSchematic"/>
<item group="questChallenge" count="1"/>
<!--
<item name="handleBarsSchematic"/>
<item name="macDyverBook" prob="1.5"/>
<item name="theRiddleOfSteel"/>
<item name="setInConcrete"/>
<item name="10mmBulletSchematic"/>
<item name="762mmBulletSchematic"/>
-->
</lootgroup>
[/color]
Removed in traders.xml

Code:
	<trader_item_group name="rareBooks" count="1">
		<item name="ak47Schematic"/>
		<item name="augerSchematic"/>
		<item name="chainsawSchematic"/>
		<item name="clubSpikedSchematic"/>
		<item name="explodingCrossbowBoltSchematic"/>
		<item name="firstAidKitSchematic"/>
		<item name="flamingArrowSchematic"/>
		<item name="gasCanSchematic"/>
		<item name="ironBootsSchematic"/>
		<item name="ironChestArmorSchematic"/>
		<item name="ironGlovesSchematic"/>
		<item name="ironHelmetSchematic"/>
		<item name="ironLegArmorSchematic"/>
		<item name="minibikesForDumb♥♥♥♥s"/>
		<item name="rocketLauncherSchematic"/>
[color="#FF0000"]<!--	<item name="shotgunSlugSchematic"/>   -->[/color]
		<item name="sledgehammerSchematic"/>
		<item name="smgSchematics"/>
		<item name="sniperRifleSchematic"/>
		<item name="theEnforcerMagazine"/>
		<item name="compoundBowSchematic"/>
		<item name="herbalAntibioticsRecipe" prob="0.5"/>
		<!-- <item name="macDyverBook" prob="1.5"/> -->
	</trader_item_group>
</lootgroup>
[/color]
Removed in Progression

Code:
[color="#FF0000"]
<!--	<perk name="9mm Round Crafting" icon="gunsmithing" description_key="9mmRoundCraftingDesc" title_key="9mmRoundCrafting" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="2" group="firearms">
	<requirement perk_level="1" required_skill_name="craftSkillGuns" required_skill_level="1"/>
	<recipe name="9mmBullet" unlock_level="1"/>
</perk>-->
<!-- 	<perk name="44 Magnum Round Crafting" icon="gunsmithing" description_key="44MagnumRoundCraftingDesc" title_key="44MagnumRoundCrafting" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="3" group="firearms">
	<requirement perk_level="1" required_skill_name="craftSkillGuns" required_skill_level="2"/>
	<recipe name="44MagBullet" unlock_level="1"/>
</perk>-->
<!-- 	<perk name="shotgun Shell Crafting" icon="gunsmithing" description_key="shotgunShellCraftingDesc" title_key="shotgunShellCrafting" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="2" group="firearms">
	<requirement perk_level="1" required_skill_name="craftSkillGuns" required_skill_level="2"/>
	<recipe name="shotgunShell" unlock_level="1"/>
</perk>-->
<!-- 	<perk name="762mm Round Crafting" icon="gunsmithing" description_key="762mmRoundCraftingDesc" title_key="762mmRoundCrafting" max_level="1" skill_point_cost_multiplier="0" skill_point_cost_per_level="3" group="firearms">
	<requirement perk_level="1" required_skill_name="craftSkillGuns" required_skill_level="3"/>
	<recipe name="762mmBullet" unlock_level="1"/>
</perk>-->
[/color]
 
Last edited by a moderator:
Rebalance Solar Cells and Batteriepacks + +High Power Generator+

Need tests or Feedback if still necessary

+High Power Generator+

Need to be added to the world

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<block id="978" name="+High Power Generator+">
   <property name="CustomIcon" value="generatorbank"/>   
   <property name="CustomIconTint" value="F74d4d"/>
<property name="Class" value="Generator"/>
<property name="Material" value="Mmetal_medium"/>
<property name="StabilitySupport" value="false"/>
<property name="Shape" value="ModelEntity"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Entities/Electrical/generatorPrefab"/> <property name="HandleFace" value="Bottom"/>
<property name="ImposterDontBlock" value="true"/>
<property name="DescriptionKey" value="powerSourceDesc"/>
<property name="MaxFuel" value="10000"/>
<property name="OutputPerFuel" value="11250"/>
<property name="MaxPower" value="12250"/>
<property name="OutputPerStack" value="100"/>
<property name="SlotItem" value="smallEngine"/>
<property name="Group" value="Science"/>
<property class="RepairItems">
	<property name="forgedIron" value="8"/>
	<property name="mechanicalParts" value="8"/>
	<property name="electricParts" value="8"/>
	<property name="electronicParts" value="3"/>
</property>
<drop event="Harvest" name="scrapIron" count="192" tool_category="harvestingTools"/>
<drop event="Harvest" name="forgedIron" count="3" tool_category="Disassemble"/>
<drop event="Harvest" name="mechanicalParts" count="3" tool_category="Disassemble"/>
<drop event="Harvest" name="electricParts" count="3" tool_category="Disassemble"/>
<drop event="Harvest" name="electronicParts" count="1,2" prob="0.6" tool_category="Disassemble"/>
<drop event="Destroy" count="0"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Stacknumber" value="1"/>
<property name="TakeDelay" value="15"/>
<property name="EconomicValue" value="500"/>
</block>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
+ClaimblockBuilder+

To place a claimblock is very easy in Vanilla. Now you need to place a "+ClaimblockBuilder+" that "dry" into a claimblock.

During that it produces a high amount of Heat (enough to attract 4-7 Screamers)

Code:
<!-- ###################################MOD#################################### -->
<block id="983" name="+ClaimblockBuilder+">
   <property name="CustomIcon" value="keystoneBlock"/>   
   <property name="CustomIconTint" value="F74d4d"/>
<property name="Material" value="Msteel"/>
<property name="Weight" value="200"/>
<property name="StabilitySupport" value="true"/> <!-- build restriction -->
<property name="Shape" value="New" />
<property name="Model" value="cube_half" />		
<property name="Texture" value="189"/>
<property class="RepairItems"> <property name="forgedIron" value="5"/> </property>	
<property name="Stacknumber" value="5"/>	
<property name="TakeDelay" value="30"/>
<property name="Group" value="Building"/>
<property name="EconomicValue" value="160"/>
<property name="ActivationDistance" value="14"/>	
<property name="IsTerrainDecoration" value="true" />
<property name="Class" value="UpgradeRated"/>		
<property name="UpgradeRated.ToBlock" value="keystoneBlock"/>
<property name="UpgradeRated.Rate" value="6"/>		
<property name="HeatMapStrength" value="150"/>
<property name="HeatMapTime" value="1500"/>
<property name="HeatMapFrequency" value="3"/>
<property name="BuffsWhenWalkedOn" value="wet"/> 
<property name="Buff" value="wet"/>
<property name="BuffChance" value="1"/>
</block>
<!-- ###################################MOD#################################### -->
Change in <block id="407" name="keystoneBlock">

Code:
<!-- ###################################MOD#################################### -->
<!--<drop event="Destroy" name="keystoneBlock" count="1"/>  -->
<drop event="Destroy" name="+ClaimblockBuilder+" count="1"/>
<property name="Buff" value="sleepingBagEffect"/>
<property name="BuffChance" value="1"/>
<!-- ###################################MOD#################################### -->
In Recipes

Code:
<!-- ###################################MOD#################################### -->
<!-- <recipe name="keystoneBlock" count="1" craft_area="workbench">
<ingredient name="forgedIron" count="100"/>
</recipe> -->
<recipe name="+ClaimblockBuilder+" count="1" craft_area="workbench">
<ingredient name="forgedIron" count="100"/>
</recipe>
<!-- ###################################MOD#################################### -->
Explanation heat from block 267

Code:
<property name="HeatMapStrength" value="4.0"/>
<!-- HeatMapTime: Every "bit" of heat is like a game object. It DECAYS in x seconds. (scales with game time)
If a gore block generates +5 every minute but HeatMapTime is set to 3 minutes then one gore block will only accumulate +15 total.
HeatMapTime 36 roughly equals 1 minute. -->
<property name="HeatMapTime" value="1200"/>
<!-- NOTE: HeatMapFrequency is constrained to on blocks that are not tile entities (like the forge or campfire). -->
<!-- 1=min, 15=max NOTE: 1 tick is approximately a .75 to 1 minute real-time interval. -->
<property name="HeatMapFrequency" value="1"/>
 
Last edited by a moderator:
+SteelblockBuilder+

Because it can be Problematic to Fill the middle of a 3 Block wall with Steelblocks

Code:
<!-- ###################################MOD#################################### -->
<block id="984" name="+SteelblockBuilder+">
   <property name="CustomIcon" value="steelMaster"/>   
   <property name="CustomIconTint" value="F74d4d"/>
<property name="Material" value="Mmetal_medium"/>
<property name="Shape" value="New"/>
<property name="LightOpacity" value="0"/>
<property name="Model" value="cube"/>
<property name="Mesh" value="cutout"/>
<property name="Texture" value="310"/>
<property name="ImposterExchange" value="imposterBlock" param1="144"/>
<property name="ImposterDontBlock" value="true"/>
<property name="Collide" value="movement,melee,rocket"/> <!-- -rocket -->
<property class="RepairItems"> <property name="forgedIron" value="4"/> </property>
<drop event="Destroy" name="scrapIron" count="1,15"/>
<drop event="Fall" name="scrapMetalPile" count="1" prob="0.75" stick_chance="1"/>
<property name="Group" value="Building"/>
<property name="Class" value="UpgradeRated"/>	
<property name="DescriptionKey" value="metalTrussingBlockDesc"/>
<property name="EconomicValue" value="20"/>
<property name="UpgradeRated.ToBlock" value="steelBlock"/>
<property name="UpgradeRated.Rate" value="5"/>	
</block>
<!-- ###################################MOD#################################### -->
 
Last edited by a moderator:
+44 Turret+

Rewrite is only small edited Past n copy code


Need to be added to the world


Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<block id="980" name="+44 Turret+">
   <property name="CustomIcon" value="autoTurret"/>   
   <property name="CustomIconTint" value="F74d4d"/>
<property name="Class" value="Ranged"/>
<property name="Material" value="Mmetal_medium"/>
<property name="Shape" value="ModelEntity"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Entities/Traps/AutoTurret/Auto_TurretPrefab"/>
<property name="OnlySimpleRotations" value="true"/> <!-- the targeting math will NOT work if it's not upright -->
<property name="AmmoItem" value="+44Bullet+"/>
<property name="TurnSpeed" value="22.5"/>
<property name="MaxDistance" value="30"/>
<property name="EntityDamage" value="22"/> <!-- 146 dps, 330 / burst -->
<property name="BlockDamage" value="1"/>
<property name="RaySpread" value="2.6"/> <!-- Spread 2.6deg: 1m cone (55% hit) @ 22m -->

<property name="BustRoundCount" value="15"/>
<property name="BurstFireRate" value="0.15"/>
<property name="CooldownTime" value="2"/>
<property name="OvershootTime" value="0.4"/>
<property name="FallAsleepTime" value="10"/>
<property name="WakeUpTime" value="0.5"/>

<property name="YawRange" value="90"/>
<property name="PitchRange" value="90"/>

<property name="ParticlesMuzzleFire" value="nozzleflashuzi"/>
<property name="ParticlesMuzzleSmoke" value="nozzlesmokeuzi"/>

<property name="DamageBonus.head" value="3"/>
<property name="DamageBonus.glass" value="1"/>
<property name="DamageBonus.wood" value="2"/>
<property name="DamageBonus.earth" value="0.2"/>
<property name="DamageBonus.stone" value="0.2"/>
<property name="DamageBonus.metal" value="0.2"/>

<property name="TargetingSound" value="turret_retarget_lp"/>
<property name="OverheatSound" value="turret_overheat_lp"/>
<property name="WakeUpSound" value="turret_windup"/>
<property name="FireSound" value="Pistol_Fire"/>
<property name="RequiredPower" value="15"/>

<property class="RepairItems">
	<property name="forgedIron" value="12"/>
	<property name="mechanicalParts" value="2"/>
	<property name="electricParts" value="2"/>
</property>
<drop event="Harvest" name="mechanicalParts" count="1,4" tool_category="Disassemble"/>
<drop event="Harvest" name="electricParts" count="1,4" tool_category="Disassemble"/>
<drop event="Harvest" name="scrapIron" count="10,40" prob="1"/>
<drop event="Destroy" count="0"/>

<property name="Stacknumber" value="10"/>
<property name="EconomicValue" value="3000"/>
<property name="EconomicBundleSize" value="1"/>
<property name="ImposterExchange" value="imposterBlock" param1="109"/>
<property name="Group" value="Tools/Traps,Science"/>
<property name="PickupJournalEntry" value="cameraTip"/>
</block>
<!-- ###################################MOD#################################### -->
[/color]
+Explosive Turret+

Explosion dont work at the moment


Need to be added to the world


Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<block id="979" name="+Explosive Turret+">
   <property name="CustomIcon" value="shotgunTurret"/>   
   <property name="CustomIconTint" value="F74d4d"/>
<property name="Extends" value="autoTurret"/>
<property name="Model" value="Entities/Traps/AutoTurret/Auto_TurretShotgunPrefab"/>
<property name="AmmoItem" value="+Explosive Rounds+"/> <!-- does not use the damage value -->
<property name="MaxDistance" value="15"/>
<property name="EntityDamage" value="11"/> <!-- 180 dps, 440 / burst -->
<property name="BlockDamage" value="1"/>

<property name="RaySpread" value="5.2"/> <!-- Spread 5.2deg: 1m cone(55% hit) @ 11m -->
<property name="RayCount" value="10"/>

<property name="BustRoundCount" value="4"/>
<property name="BurstFireRate" value="0.61"/>
<property name="CooldownTime" value="2"/>
<property name="OvershootTime" value="0.8"/>

<property name="ParticlesMuzzleFire" value="nozzleflash_shotgun"/>
<property name="ParticlesMuzzleSmoke" value="nozzlesmokeuzi"/>

<property name="Buff" value="shotgunWound"/>
<property name="BuffChance" value="0.8"/>

<property name="FireSound" value="pump_shotgun_fire"/>
<property name="EconomicValue" value="2500"/>
<property name="PickupJournalEntry" value="cameraTip"/>
</block>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
+Car Respawner+

Respawning Cars

Here a big thx to Anabella

https://7daystodie.com/forums/showthread.php?45423-Car-respawning

This change make sense if you have more than a few Player and because some of them are architects you cant Wipe the Map so simpel

In loot XML

Code:
[color="#00FF00"]<!-- ###################################MOD#################################### -->	
<placeholder name="+CarLootHelper+">
<block name="oilBarrel" prob="0.33"/>
<block name="cntBirdnest" prob="0.33"/>
<block name="cntCar03SedanDamage0" prob="0.3"/>
<block name="cntCar03SedanDamage1" prob="0.5"/>
<block name="cntCar03SedanDamage2" prob="0.7"/>
</placeholder>	
<!-- ###################################MOD#################################### -->[/color]
In Blocks XML

New

Code:
[color="#00FF00"]
###################################MOD#################################### -->
<block id="975" name="+Nothing+"> 
	<property name="CustomIcon" value="lootConstructionSuppliesHelper" />
	<property name="CustomIconTint" value="ffa0ff"/>		
	<property name="IsDeveloper" value="true" />
	<property name="Class" value="PlantGrowing" />	
	<property name="Material" value="Mtallgrass"/>
<property name="StabilitySupport" value="false"/>
<property name="Shape" value="Grass"/>
<property name="Mesh" value="grass"/>
<property name="Texture" value="350,368,369,370,350,368"/>		
	<property name="Collide" value="melee"/>
	<property name="CanMobsSpawnOn" value="false" />
	<drop event="Destroy" count="0" />	
	<property name="IsTerrainDecoration" value="true" />
	<property name="PlantGrowing.Next" value="+CarLootHelper+" />
	<property name="PlantGrowing.GrowthRate" value="90" /><!-- amount of days for respawn 60 equals 1 day-->
	<property name="PlantGrowing.FertileLevel" value="0" />
	<property name="PlantGrowing.IsRandom" value="false" />
<property name="SellableToTrader" value="false"/>		
</block>
<!-- ###################################MOD#################################### -->
<block id="976" name="+CarLootHelper+">
	<property name="CustomIcon" value="lootConstructionSuppliesHelper" />
	<property name="CustomIconTint" value="ffa0ff"/>
<property name="Extends" value="lootWastelandHelper" param1="CustomIcon,DescriptionKey"/>
<property name="Texture" value="278"/>
<property name="CreativeMode" value="Dev"/>
<property name="SellableToTrader" value="false"/>
</block>
<!-- ###################################MOD#################################### -->
[/color]
and edited/added in the Car

<block id="1455" name="cntCar03SedanDamage2">

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->	
<property name="DowngradeBlock" value="+Nothing+"/>	
<!-- ###################################MOD#################################### -->
[/color]
So all cars will end as a Bush/Grass Bundle you can destroy or there will respawn a Random Car or a Gas Barrel or a bird nest.

Planted

A12152B356C5F885920320CE168EF570A2FE2AF8


Grown

5E9D27D1A52F383973065C35F9EB9F56C4785DC3


 
Last edited by a moderator:
+Golden Coin+

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1510" name="+GoldenCoin+">
   <property name="CustomIcon" value="casinoCoin"/>   
   <property name="CustomIconTint" value="ffff00"/>
<property name="Meshfile" value="Items/Misc/casino_coinPrefab"/>
<property name="Material" value="organic"/>
<property name="HoldType" value="21"/>
<property name="Stacknumber" value="30000"/> <!-- STK resource -->
<property name="EconomicValue" value="1000"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe



Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+GoldenCoin+" count="1" craft_time="1">
   <ingredient name="casinoCoin" count="1000"/>
</recipe>

<recipe name="casinoCoin" count="1000" craft_time="1">
   <ingredient name="+GoldenCoin+" count="1"/>
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
+Eatable Root+

+EatableRoot+ in Items.xml

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1516" name="+Eatable Root+">
<property name="CustomIcon" value="driftwood"/>
<property name="CustomIconTint" value="ffa764"/>
<property name="Meshfile" value="Items/Food/vegetable_potatoPrefab"/>
<property name="Material" value="plants"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="500"/> <!-- STK resource -->
<property name="EconomicValue" value="10"/>
<property name="EconomicBundleSize" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<!-- 14 is large round hold -->
<property class="Action1">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="0"/>
	<property name="Gain_food" value="10"/>
	<property name="Buff" value="eatFood_3_Trigger"/>
	<property name="Gain_water" value="0"/>
	<property name="Gain_wellness" value="0"/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
+Harvestable Root+

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<block id="2042" name="+Harvestable Root+">
<property name="CustomIcon" value="driftwood"/>
<property name="CustomIconTint" value="ffa764"/>
<property name="DescriptionKey" value="decorationBlockGroupDesc"/>
<property name="Material" value="wood_weak"/>
<property name="StabilitySupport" value="false"/> <!-- build restriction -->
<property name="Shape" value="Ext3dModel"/>	<property name="Texture" value="293"/>
<property name="Mesh" value="models"/>
<property name="Model" value="Plants/driftwood" param1="main_mesh"/>
<property name="IsTerrainDecoration" value="true"/>
<property name="Collide" value="melee,bullet,arrow,rocket"/>
<drop event="Harvest" name="wood" count="2,5" tool_category="harvestingTools"/>
<drop event="Destroy" name="yuccaFibers" count="2,5"/>
<drop event="Destroy" name="+Eatable Root+" count="1"/>
</block>
<!-- ###################################MOD#################################### -->
[/color]
Add to world in biomes.xml

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<decoration type="block" blockname="+Harvestable Root+" prob =".0008" />
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
New Food 1/3


Balance Heal



Balance Recipes





+SmallRationPack+

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1517" name="+SmallRationPack+">
<property name="CustomIcon" value="fountain"/>
<property name="CustomIconTint" value="f7f7c2"/>
<property name="Meshfile" value="Items/Food/fruit_yucca"/>
<property name="Material" value="plants"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="15"/> <!-- STK resource -->
<property name="EconomicValue" value="10"/>
<property name="EconomicBundleSize" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<!-- 14 is large round hold -->
<property class="Action1">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="25"/>
	<property name="Gain_food" value="25"/>
	<property name="Buff" value="eatFood_5_Trigger"/>
	<property name="Gain_water" value="25"/>
	<property name="Gain_wellness" value="0"/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe



Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+SmallRationPack+" count="1" >
   <ingredient name="bandage" count="2"/>
   <ingredient name="aloeCream" count="1"/>
   <ingredient name="foodYuccaFruit" count="5"/>
   <ingredient name="eggboiled" count="2"/>
   <ingredient name="charredMeat" count="1"/>
   <ingredient name="bottledWater" count="2"/>
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
+MiddleRationPack+

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1518" name="+MiddleRationPack+">
<property name="CustomIcon" value="fountain"/>
<property name="CustomIconTint" value="D8DE33"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="Material" value="plants"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="15"/> <!-- STK resource -->
<property name="EconomicValue" value="10"/>
<property name="EconomicBundleSize" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<!-- 14 is large round hold -->
<property class="Action1">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="50"/>
	<property name="Gain_food" value="50"/>
	<property name="Buff" value="eatFood_11_Trigger"/>
	<property name="Gain_water" value="50"/>
	<property name="Gain_wellness" value="1"/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe



Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+MiddleRationPack+" count="1" >
   <ingredient name="firstAidBandage" count="1"/>
   <ingredient name="aloeCream" count="1"/>
   <ingredient name="foodYuccaFruit" count="5"/>
   <ingredient name="cornBread" count="1"/>
   <ingredient name="grilledMeat" count="1"/>
   <ingredient name="goldenRodTea" count="1"/>
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
New Food 2/3

+LargeRationPack+

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1519" name="+LargeRationPack+">
<property name="CustomIcon" value="fountain"/>
<property name="CustomIconTint" value="ffa764"/>
<property name="Meshfile" value="Items/Misc/parcelPrefab"/>
<property name="Material" value="plants"/>
<property name="HoldType" value="3"/>
<property name="Stacknumber" value="15"/> <!-- STK resource -->
<property name="EconomicValue" value="10"/>
<property name="EconomicBundleSize" value="5"/>
<property name="CraftingIngredientTime" value="10"/>
<!-- 14 is large round hold -->
<property class="Action1">
	<property name="Class" value="Eat"/>
	<property name="Delay" value="1.0"/>
	<property name="Use_time" value="..."/>
	<property name="Gain_health" value="75"/>
	<property name="Gain_food" value="75"/>
	<property name="Buff" value="eatFood_78_Trigger,firstAidLarge"/>
	<property name="Gain_water" value="75"/>
	<property name="Gain_wellness" value="2"/>
	<property name="Sound_start" value="player_eating"/>
</property>
<property name="Group" value="Food/Cooking"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe



Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+LargeRationPack+" count="1" >
   <ingredient name="firstAidKit" count="1"/>
   <ingredient name="aloeCream" count="1"/>
   <ingredient name="blueberryPie" count="1"/>	
   <ingredient name="cornBread" count="5"/>
   <ingredient name="meatStew" count="1"/>
   <ingredient name="goldenRodTea" count="1"/>
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
+Revolver+

For the moment its the model and the icon of the Magnum.

No idea what i can add additional without need of a manual Download and staying EAC friendly

457E13837D91BF5DC5F102DF2789706F266AA785


Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1530" name="+Revolver+">
<property name="CustomIcon" value="gun44Magnum"/>
<property name="CustomIconTint" value="D8DE33"/>
<property name="Meshfile" value="Items/Weapons/Ranged/Magnums/44MagnumPrefab"/>
<property name="Material" value="metal"/>
<property name="Weight" value="50"/>
<property name="RepairTools" value="repairKit"/>
<property name="HoldType" value="44"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property class="Action0">
	<property name="Class" value="Ranged"/>
	<property name="Delay" value="0.3"/>
	<property name="Crosshair_min_distance" value="5"/> <!-- 5 -->
	<property name="Crosshair_max_distance" value="6"/> <!-- 6 -->
	<property name="Magazine_size" value="6"/>
	<property name="Magazine_items" value="+44Bullet+"/>
	<property name="Magazine_item_ray_counts" value="1"/>
	<property name="Magazine_item_ray_spreads" value="0.85"/> <!-- .85 -->
	<property name="Reload_time" value="2"/>
	<property name="Bullet_icon" value="pistol"/>
	<property name="Sound_start" value="Pistol_Fire"/>
	<property name="Sound_repeat" value=""/>
	<property name="Sound_end" value=""/>
	<property name="Sound_empty" value="weapon_empty"/>
	<property name="Sound_reload" value="44magnum_reload"/>
	<property name="Particles_muzzle_fire" value="nozzleflash"/>
	<property name="Particles_muzzle_smoke" value="nozzlesmoke"/>
	<property name="DamageBonus.head" value="6"/>
	<property name="DamageBonus.wood" value="3"/>
	<property name="DamageBonus.earth" value="0.4"/>
	<property name="DamageBonus.glass" value="1"/>
</property>
<property class="Action1">
	<property name="Class" value="Zoom"/>
	<property name="Zoom_max_out" value="35"/>
	<property name="Zoom_max_in" value="35"/>
</property>
<property class="Attributes">
	<property name="FalloffRange" value="22,50"/>
	<property name="Accuracy" value="1,0.01"/>
	<property name="EntityDamage" value="35,45"/>
	<property name="BlockDamage" value="7,13"/>
	<property name="DegradationRate" value="10,10"/>
	<property name="DegradationMax" value="2000,5000"/>
</property>
<property name="Group" value="Ammo/Weapons"/>
<property name="ActionSkillGroup" value="Pistols"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="LightValue" value="0.45"/>
<property name="DescriptionKey" value="devOnlyGroupDesc"/>
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+Revolver+" count="1">
<ingredient name="forgedIron" count="12"/>
<ingredient name="shortMetalPipe" count="2"/>
<ingredient name="glue" count="1"/>
<ingredient name="ductTape" count="1"/>
<ingredient name="wood" count="4"/>
<ingredient name="mechanicalParts" count="5"/>	
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
+Rifle+

For the moment its the model of the Shotgun and the icon of the Hunting Rifle.

No idea what i can add additional without need of a manual Download and staying EAC friendly

2F08953A17EFB3A7A4078A94A439A9EE7C9F4456


Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<item id="1531" name="+Rifle+">
<property name="CustomIcon" value="gunHuntingRifle"/>
<property name="CustomIconTint" value="D8DE33"/>
<property name="Meshfile" value="Items/Weapons/Ranged/SawedOffPumpShotgun/PumpShotgunPrefab"/>
<property name="Material" value="metal"/>
<property name="Weight" value="50"/>
<property name="RepairTools" value="repairKit"/>
<property name="HoldType" value="5"/>
<property name="DegradationBreaksAfter" value="false"/>
<property name="SoundJammed" value="weapon_jam"/>
<property name="CrosshairOnAim" value="false"/> <!-- aimTest -->
<property name="CrosshairUpAfterShot" value="true"/> <!-- aimTest -->
<property class="Action0">
	<property name="Class" value="Ranged"/>
	<property name="Delay" value="0.3"/>
	<property name="Crosshair_min_distance" value="23"/> <!-- 5 -->
	<property name="Crosshair_max_distance" value="28"/> <!-- 6 -->
	<property name="Magazine_size" value="7"/>
	<property name="Magazine_items" value="+44Bullet+"/>
	<property name="Magazine_item_ray_counts" value="1"/>
	<property name="Magazine_item_ray_spreads" value="0.85"/> <!-- .85 -->
	<property name="Reload_time" value="2"/>
	<property name="Bullet_icon" value="pistol"/>
	<property name="Sound_start" value="Pistol_Fire"/>
	<property name="Sound_repeat" value=""/>
	<property name="Sound_end" value=""/>
	<property name="Sound_empty" value="weapon_empty"/>
	<property name="Sound_reload" value="shotgun_reload"/>
	<property name="Particles_muzzle_fire" value="nozzleflash_shotgun"/>
	<property name="Particles_muzzle_smoke" value="nozzlesmokeuzi"/>
	<property name="DamageBonus.head" value="6"/>
	<property name="DamageBonus.wood" value="3"/>
	<property name="DamageBonus.earth" value="0.4"/>
	<property name="DamageBonus.glass" value="1"/>
</property>
<property class="Action1">
	<property name="Class" value="Zoom"/>
	<property name="Zoom_max_out" value="35"/>
	<property name="Zoom_max_in" value="35"/>
</property>
<property class="Attributes">
	<property name="FalloffRange" value="22,50"/>
	<property name="Accuracy" value="1,0.01"/>
	<property name="EntityDamage" value="35,45"/>
	<property name="BlockDamage" value="7,13"/>
	<property name="DegradationRate" value="12,12"/>
	<property name="DegradationMax" value="2000,5000"/>
</property>
<property name="Group" value="Ammo/Weapons"/>
<property name="ActionSkillGroup" value="Rifles"/>
<property name="CraftingSkillGroup" value="craftSkillGuns"/>
<property name="RepairExpMultiplier" value="10.8"/>
<property name="PickupJournalEntry" value="alternateAmmoTip"/>
<property name="LightValue" value="0.45"/>	
</item>
<!-- ###################################MOD#################################### -->
[/color]
Recipe

Code:
[color="#00FF00"]
<!-- ###################################MOD#################################### -->
<recipe name="+Rifle+" count="1">
<ingredient name="forgedIron" count="16"/>
<ingredient name="shortMetalPipe" count="3"/>
<ingredient name="glue" count="1"/>
<ingredient name="ductTape" count="1"/>
<ingredient name="wood" count="4"/>
<ingredient name="mechanicalParts" count="6"/>	
</recipe>
<!-- ###################################MOD#################################### -->
[/color]
 
Last edited by a moderator:
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