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RussianDoods Sweet and Juicy Modlets

Russiandood

Refugee
RussianDood's sweet & juicy modlets

First Post Updated last: 02/09/19 3:00am PST

Second Post Updated last: 02/09/19 6:00pm PST

Change logs are located on the Nexus Site

Here is my collection of modlets I have so far! I am currently trying to make modlets that don't really change the difficulty. Mostly I am making modlets that will improve quality of life!

Stay tuned to... well this page... for more to come!!

RussianDood Increases Stack Sizes

This mod is for those that want to increase those stack sizes of various items just that little bit more. It is great for people that play with higher loot drops and still want to keep the stack sizes balanced. It pretty much scales well for 150%-200%. This is to make sure you can stay scavenging longer and to keep things as consolidated as possible.

Note:

These stack size increase choices have been influenced by the awesome Youtuber Z-Nation FFS and his videos. Please let me know your thoughts on the increases and if you have any suggestions on a size.

Yes, I know these changes are easy, but I wanted to give to the community to simply change the stack size without having to do it manually themselves. If you would like to customize this mod to stack sizes of your liking, you can edit the items.xml file in Config folder of this download, I tried to document the file as much as I could, for easy customization. If you don't want an item have its stack size modified, simple, remove or comment out the line.

Download

RussianDood-Increases-Stack-Sizes1.4

Stack Size changes:

Link to List

Compatability:


Works on: A17-A17.2


MP: Just needed on server side.

RussianDood's Grass Cutter

After TFP have finally resolved the AttackPerMinute attribute, the grass cutter/lawn mower is back!

Adds a handy dandy machete shaped colored green item called the GrassCutter. Some call it a lawn mower though :/. For easy cutting of grass in a large area.

Recipe is made simple as this tool really is only used for grass cutting. Does 1dmg on blocks (as you can't have 0) and 1dmg on entities (Zomberts and Almanals). Repair with Scrap Iron.

Enjoy!

Download

RussianDoods-Grass-Cutter1.1

RussianDoods-Grass-Cutter-Super-Reach1.1

Compatability:


Works on: A17-A17.2



DONT WORK: A17 b199


MP: Just needed on server side.

RussianDood Duke's Voucher

Created an item that will help with your Casino Coin overflow. After acquiring the first Barter level, you gain the ability to craft Duke's Voucher. The Voucher can be quickly and easily crafted back to Duke's Casino coins and vice versa. I have also added these to be found in loot containers. Can be found in the same locations as the Coins, for example the treasure chests and cash registers, ect. Enjoy!

Took me a good chunk of time to get this one done. I was unable to add a description of the item with out editing the Localization.txt file. If you would like the item to have the description, add this to the end of the Localization File:

Code:
dukeVoucherDesc,items,Item,KgNone,A Duke's Voucher. After reaching an agreement with the traders you can now make these from Coins! Equal to 1000 Duke's Casino coins.,,,,
Download

RussianDood-Dukes-Voucher1.0

Compatability:


Works on: A17-A17.2


MP: Needed on server side. Since a custom icon is added, client side is highly recommended, otherwise the icon is blank.

RussianDoodDV.jpg

RussianDood's Helping Hand

You ever get that moment where you start crafting items that take forever to finish and you don't have your Workbench yet. Well, I have created a helping hand for you. The Helping Hand Crafter allows you to queue up item crafts without taking up your precious personal crafting queues. After Intelligence level 3, you can now craft these helpful little buggers. Enjoy!

Special thanks to stedman420 for his last push assistance on this :)

Download

RussianDoods-Helping-Hand1.2

Compatability:


Works on: A17-A17.2


MP: Needed on both client and server side (Adds a custom icon and custom block)

20181214144358_1.jpg

20181214144555_1.jpg

RussianDood Balances Kill XP

I for one was a bit annoyed once more that TPF nerfed the kill xp. Are they not aware that it takes over 87,000 experience to get to level 150...? That is roughly 160 normal zombie kills.... lol

What really baffled me and what pushed me to make this modlet, was the super imbalance of XP given based on health of enemies. A great example is a Radiated Female Fat zombalina has 722 base health and is only worth 900 XP, while a Feral Zombie Soldier with 285 health is worth 1000xp!!

What this modlet does is give experience based on the health of the enemy. I scaled this at 4xp per HP as it seemed to have fit perfectly imo.

Normal zombies have 150hp, so you would get 600xp instead of 550xp.

Feral zombies have 235HP so you get 950xp instead of 700xp.

Oh, and that zombie bear that you wish you never run into and usually run away from, has 1000hp, this one of the highest health enemies in the game, and yes it does give you 4000xp instead of a pathetic 800xp. This may look excessive at first, but when I ran into one and killed it, it was super disheartening to only get that 800xp. Getting that 4000xp is a WELL deserved reward after facing off from that and also give incentives to kill it than running away. I'm using this right now with a buddy and the progression DEFINITELY seems more balanced imo.

This modlet is also very customizable. I have tried to document my XML file to the best of my abilities so you can edit it to your liking. Edit the enitityclasses.xml file, preferably with Notepad++, and you will see the changes are labeled and in sections. Enjoy!

Download

RussianDood-Balances-Kill-XP1.1

Compatability:


Works on: A17-A17.2


MP: Just needed on server side.

Installation Instructions:


Copy the folder of the Modlet to the Mods folder in your 7D2D Game Directory "\steamapps\common\7 Days To Die" (If Mods Folder is missing, create it).

LOCALIZATION INSTALLATION

Make sure the mod folder is in the correct location.

Double click the Localization.bat file.

A prompt will come up.

If you are in the wrong place or if it is missing a file, it will tell you.

When it prompts you for an option, type 1 then enter to backup the CURRENT localization file and make the change needed.

That's it. There is an option to restore the LAST SAVED BACKUP FROM RUNNING THIS BATCH SCRIPT. It will restore what was backed up from first running this script.

I will be using this method from now on and I will be providing a bat file for each modlet when needed. I will be updating my current modlets to use this as well. PM me or post on here. Also submit a bug report if something is not working right or if there is a misspelling :p

Special thanks to Jereth_Khan for simple batch file, I did change it quite a bit, but giving credit where it is due :) Localization.txt (and quest) Appender batch file

GitHub Link

Nexus Mods Link




For Permissions and ToU, please refer to the above link to Nexus Mods site where the exact same mods are located.

 
Last edited by a moderator:
Dang! I hit the max Character limit :p Glad I reserved a table for two!

RussianDood Makes Solar Panels

SO! Solar panels has been a thing in 7 Days to Die since A16. Makes sense as that is when Electricity was introduced to the game. I was a bit surprised when I learned they still haven't created a crafting recipe for these Solar Cells that are GOD AWFUL expensive from the trader.

I took this to my own hands. This modlet adds the ability to make solar panels! BUT! (That's a big but ;P)I've been the type of person to try and keep things balanced for the game. Sorry I am not sorry for the path I have chosen to craft these solar cells :p .

FIRST, I wanted to change some naming for better accuracy. I renamed the "Solar Cells" to "Solar Panels" and "Solar Banks" to "Solar Arrays".

Next, I added 3 items that will be used as parts to craft the solar panel.

Solar Cells - Crafted in the Chemistry station.

Solar Panel Frame - Crafted in the Workstation.

Solar Panel Parts - Crafted in the forge.

Oh, this is also gated by Yeah Science 5.... Cause harnessing the power of the sun seems a bit.... "Complex"

Solar panels are also supposed to be super late game.

I did drop the level needed for the Battery bank to Yeah Science level 4 to accommodate this change.

I am now using a new method to add my entries the localization file for fancy naming and descriptions.

Instructions for this are extremely straight forward, but you can find the instruction at the bottom of this post. PLEASE make sure to run this as it adds all the names and descriptions.

Download

RussianDood-Makes-Solar-Panels1.0

Compatability:


Works on: A17-A17.2


MP:Needed on server side. Since custom icons are added, client side is highly recommended, otherwise the icons are blank.

MAKE SURE TO RUN THE LOCALIZATION BATCH FILE!

RussianDood Adds Bladed Weapons

Click HERE to go to the separate post I made for this modlet
 
Last edited by a moderator:
Hi Russiandood, when trying to use your grass cutter link I get an http 403 error.
hello, the grascutter link dont functionally
My apologies, I could have sworn I gave the correct access on the link. It should now work, or if you followed gkuba's instructions, the Nexus Mods link had the working download.

 
Oh man, tough crowd lol. Hope someone will enjoy any of these :)

Also, anyone is allowed to use these in their Modlet combinations!

 
Sorry for the lack of new modlet uploads. Been learning Blender for 3D modeling and wanted to use some of the models I made for new items! :D

I'm ALMOST finished with my first weapon model! I will update this as sooooon as its done! :)

Also, I added a new modlet that balances Kill XP based on health. Been working GREAT and I feel progression is a lot more balanced because of it.

Enjoy!

 
There are three mistakes in it, no ExperienceGain, I modified it like this

<!--Legendary Lab Zombalina-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieLab]"> <property name="ExperienceGain" value="3600"/> </append> <!-- From 550 XP, (900HP * 4XP) -->

<!--Legendary Business Man-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieBusinessMan]"> <property name="ExperienceGain" value="3600"/> </append> <!-- From 550 XP, (900HP * 4XP) -->

<!--Legendary Utility Worker-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieUtilityWorker]"> <property name="ExperienceGain" value="3680"/> </append> <!-- From 550 XP, (900HP * 4XP) + (20PDR * 4XP) -->

 
There are three mistakes in it, no ExperienceGain, I modified it like this

<!--Legendary Lab Zombalina-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieLab]"> <property name="ExperienceGain" value="3600"/> </append> <!-- From 550 XP, (900HP * 4XP) -->

<!--Legendary Business Man-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieBusinessMan]"> <property name="ExperienceGain" value="3600"/> </append> <!-- From 550 XP, (900HP * 4XP) -->

<!--Legendary Utility Worker-->

<append xpath="/entity_classes/entity_class[@name=legendaryZombieUtilityWorker]"> <property name="ExperienceGain" value="3680"/> </append> <!-- From 550 XP, (900HP * 4XP) + (20PDR * 4XP) -->
Ah yes, I noticed this the next day and fixed it. I have it planned to update the file here fairly soon. Wasn't in to much of a hurry as the only one really affected was the utility worker as the legendaries are pretty rare.

Thank you for pointing it out and for the reminder on uploading the fixed file! :)

 
Ah yes, I noticed this the next day and fixed it. I have it planned to update the file here fairly soon. Wasn't in to much of a hurry as the only one really affected was the utility worker as the legendaries are pretty rare.
Thank you for pointing it out and for the reminder on uploading the fixed file! :)
Uploaded fixed version! Merry Christmas Everyone! :)

 
I've been having issues with desync on my dedi server, after lots of testing and troubleshooting it turned out that reducing the Duke's coin stack size back to original fixed it. I read somewhere that max stacksize supported on any item without having issues is apparently 30k. Dont remember where I saw that so cant say for sure, and havent tested that. But it was at around 30k stacks we started getting desyncs and had to relog to be able to interact with anything ingame.

 
I've been having issues with desync on my dedi server, after lots of testing and troubleshooting it turned out that reducing the Duke's coin stack size back to original fixed it. I read somewhere that max stacksize supported on any item without having issues is apparently 30k. Dont remember where I saw that so cant say for sure, and havent tested that. But it was at around 30k stacks we started getting desyncs and had to relog to be able to interact with anything ingame.
Just to be sure, was the size set to 50k or 30k? The most up to date file has the stack set to 30k for the coins. I forgot that the Max supported is 30k when first creating it, I changed it shortly after :) . I was over ambitious lol :p

I would also recommend the Duke's vouchers :)

 
I had forgotten about it, and then forgot to report that bug. This was a couple weeks ago or so, and I think it was your first version of stack mod, so 50k. I was just adjusting some other stacks earlier, that reminded me to let you know incase it was still an issue. Should have been more clear in my previous post that it was infact 50k. Still use that version actually, just with coins edited out :) I just noticed the voucher mod, will add that to the server now. Also the kill xp, by the sounds of it I might increase the xp needed per lvl tho, as it sounds like I will get way more xp per kill. if its 600 plus 4 per hitpoint? I feel we lvl up quick enough already, but the balancing of the xp when it comes to the different zombies are way off by default imho.

 
I had forgotten about it, and then forgot to report that bug. This was a couple weeks ago or so, and I think it was your first version of stack mod, so 50k. I was just adjusting some other stacks earlier, that reminded me to let you know incase it was still an issue. Should have been more clear in my previous post that it was infact 50k. Still use that version actually, just with coins edited out :) I just noticed the voucher mod, will add that to the server now. Also the kill xp, by the sounds of it I might increase the xp needed per lvl tho, as it sounds like I will get way more xp per kill. if its 600 plus 4 per hitpoint? I feel we lvl up quick enough already, but the balancing of the xp when it comes to the different zombies are way off by default imho.
Much appreciated on the feedback! :D

I can also see the confusion on the xp mod. I meant to say the 4xp per hp is based off the base template zombie with 150hp. Right now, you get 600xp per zombie kill, which is 50xp more than default. This modlet really only starts to show when you run into ferals and radiated zombies. For example, a feral zombie has about 235hp so you get 950xp instead of I think 700.

Reason I see it more balanced is when you are at higher levels, you have to exponentially kill more zombies. Here is how I see it:

Lower levels, you never really get the high health zombies spawning so leveling is about the same in the beginning as default.

Mid levels, you are a little better geared but ferals start to spawn A LOT more often and frankly, you meet near death more often than usual. Killing ferals should be more rewarding than a measly 700xp.

Late game, you're at level 100+ you need much more experience to level. Since a lot more of the high health guys are spawning and more zombies spawn by default at higher levels, leveling is still slowed, but not as much where it becomes tedious and boring.

Oh, and that freaky scary and strong zombie bear with 1000hp(one of the highest health enemies in the game) only gave you 800xp… while a regular zombie cop with 250hp gave you 1000xp LMAO!

Imho, my changes make the level progression a lot more linear than exponential. So far it has been proving to do so :)

I'm going to update the description of the modlet later today as well :)

 
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