Welcome to:
This Mod was put together based on the other Mod(s) "The Dying Lands" along with the "Body Parts" edition along with many many thing's that have been changed (underneath mostly).
Quick run down on how I would place this compared to The Dying Lands.
This Is a better balanced mod concerning Entity Spawn. It's less demanding but can be made more demanding depending on your play style. So you have some control on how much you want to be pushed in the game.
The biggest Highlights:
Special Note: The rwgmixer will not change along with the terrain gen or biome gen but other things will. Come A17 All my mods will no longer be supported since everything is changing it appears (unless you choose to down grade and stay in A16.x that is).
What this means is:
When A17 drops I'll be taking time to play the game fully. Plus getting familiar with all the new changes that will be happening concerning what we can or cannot do concerning modding it. A lot of the things I have done in A16 will need (most likely) radical changes and will take some time to convert it over to A17 in some form or another but most likely better.
As always: I will not be adding the compo pack to this. It just has too many clean buildings and I want to keep this world looking dark and run down. If you want to add other mods to this have fun! Play how you want to Play.
I won't support the BBG mod or other UI mods. If it does get added! Then thank Sphereii but you'll need to use the mod launcher to get it.
I like other mods as well but with everything that is probably going to get changed in A17.. yeah..
So here's something different to help ease the wait till A17.. Enjoy!
Tips and things to keep in mind.
List of Updates:
***Update March20th 2018 (for both the Launcher and direct DL in OP***
Adjusted the bows damage slightly. Max you should be able to kill a zed in the beginning is with 4 shots if not sooner if the head pops. If they don't die? Then you didn't get some head shots in.
Change entityclasses.xml
Hooker/Stripper/Cheerleader/Soldier/Spider are the only entities that can climb walls.
Reasoning:
Hooker/Strippers - The good ones are very athletic, pole dancers and whatnot
Cheerleaders are used to climbing as well in their past lives.
Soldiers - Yep nuff said.
Spider zeds - Yeah that's normal for this game.
Shouldn't require a restart.
***Update March 22nd 2018***
Tweaked Gamestages.xml Lowered zed populations down in Pois a touch.
Tweaked sounds.xml to allow for more time before zeds can get spawned in the wilds.
For both the launcher and DD in the OP
***Update (part2) March 22 2018***
Another quick pass over the sounds.xml cut many sounds in half that build heat.
Both Launcher and DD updates ty for your patience.
***Update March 23rd 2018***
Tweaked body damage to zeds.
No restart required.
***Update 2 ***
Fixed a few things and some spawning issues.
Ghouls spawn less often.
Zombies that can be spawned in the wilds through activity are reduced a touch (should be no more than 5 max per trigger event)
... This should be it for awhile.
Again shouldn't require a full restart (as in a new world) just a log out of the game/server then restart.
The Devils Eden.
(aka How The Dying Lands should have been).
DL LINK -->The Devil's Eden March 24th 2018
**Available on the Mod Launcher now
**
(aka How The Dying Lands should have been).
DL LINK -->The Devil's Eden March 24th 2018
**Available on the Mod Launcher now

This Mod was put together based on the other Mod(s) "The Dying Lands" along with the "Body Parts" edition along with many many thing's that have been changed (underneath mostly).
Quick run down on how I would place this compared to The Dying Lands.
This Is a better balanced mod concerning Entity Spawn. It's less demanding but can be made more demanding depending on your play style. So you have some control on how much you want to be pushed in the game.
The biggest Highlights:
- Ghouls attack Zeds and Animals, Zeds attack Ghouls and Animals, they all will attack you! (well some animals won't.. some!)
- Ghouls are the normal Spawns in the biomes.
- Zeds are the normal spawns in Pois.
- Hostile animals spawn in all Biomes.
- Timid Animals are mostly around Water and rare in other areas. Which means the Zeds and Ghouls are more in the water areas as well, along with the hostile Animals.
- Noise is the Killer. The sound system has been redone.
- Zeds can attract other zeds if allowed to continue to be noisy.
- The Player(s) actions have consequences, More noise, more zeds will likely spawn. You decided on how often by your actions. Use a gun expect zeds to come a calling eventually. Making a fort? Yeah that's noisy as well. Chopping down a tree? Busting a rock? Running? Going through a house and looting it? All alone in the dead of the night and the only sounds is you opening your storage containers? yep! more noise more of a chance to call zeds into your area. Allowing zeds or other entities to roam around your fort at night? yep they can make noise as well.
- All Canned Goods have a chance to lower your wellness.
- Towns/Cities have a chance to have multiple stores (both big and small) along with the strip stores.
- All Towns/Cities the streets are over grown.
- Main Roads are 2Track Roads (bonus: the center strip is clay)
- Yes! you'll still need to harvest the bodies to get items from them. This was done to get more entities on the screen without losing performance. So sorry if it's just not your type of thing.. Maybe A17 this will change (here's for hoping!)
- Zeds can die through dismemberment or with a lot of damage but I built in a safety catch as well, so no more needing extreme amounts of ammo to kill a zed (eg: 12 shots to the head type o thing).
- Plus a whole lot of other things..
Special Note: The rwgmixer will not change along with the terrain gen or biome gen but other things will. Come A17 All my mods will no longer be supported since everything is changing it appears (unless you choose to down grade and stay in A16.x that is).
What this means is:
When A17 drops I'll be taking time to play the game fully. Plus getting familiar with all the new changes that will be happening concerning what we can or cannot do concerning modding it. A lot of the things I have done in A16 will need (most likely) radical changes and will take some time to convert it over to A17 in some form or another but most likely better.
As always: I will not be adding the compo pack to this. It just has too many clean buildings and I want to keep this world looking dark and run down. If you want to add other mods to this have fun! Play how you want to Play.
I won't support the BBG mod or other UI mods. If it does get added! Then thank Sphereii but you'll need to use the mod launcher to get it.

I like other mods as well but with everything that is probably going to get changed in A17.. yeah..
So here's something different to help ease the wait till A17.. Enjoy!
Tips and things to keep in mind.
I can't stress enough is "don't try to play this like it's a vanilla game" even in vanilla you character is pretty strong but not really in this one. You need to grow into being a zed slayer
Sometimes you need spikes: Spikes are very very effective in killing them quickly and or crippling them. Spikes are cheap to make but deal good damage.
Sometimes you just need to run away or lead them to other enemy types or Animals. Run around and group them together. They flail their arms often and damage each other, let them beat up each other a bit. Then finish them using less ammo or energy.
Make kill zones at your fort. Filter them into a smaller area so they accidentally kill each other.
Another thing I can say for certain (if on default) is: That If the zeds doesn't drop with 4 head shots from a bow (with stone arrows and little to no skills accumulated) then you didn't get 4 head shots but hit some other hit box (body/upper arm [L/R]).
Sometimes you need spikes: Spikes are very very effective in killing them quickly and or crippling them. Spikes are cheap to make but deal good damage.
Sometimes you just need to run away or lead them to other enemy types or Animals. Run around and group them together. They flail their arms often and damage each other, let them beat up each other a bit. Then finish them using less ammo or energy.
Make kill zones at your fort. Filter them into a smaller area so they accidentally kill each other.
Another thing I can say for certain (if on default) is: That If the zeds doesn't drop with 4 head shots from a bow (with stone arrows and little to no skills accumulated) then you didn't get 4 head shots but hit some other hit box (body/upper arm [L/R]).
***Update March20th 2018 (for both the Launcher and direct DL in OP***
Adjusted the bows damage slightly. Max you should be able to kill a zed in the beginning is with 4 shots if not sooner if the head pops. If they don't die? Then you didn't get some head shots in.
Change entityclasses.xml
Hooker/Stripper/Cheerleader/Soldier/Spider are the only entities that can climb walls.
Reasoning:
Hooker/Strippers - The good ones are very athletic, pole dancers and whatnot
Cheerleaders are used to climbing as well in their past lives.
Soldiers - Yep nuff said.
Spider zeds - Yeah that's normal for this game.
Shouldn't require a restart.
***Update March 22nd 2018***
Tweaked Gamestages.xml Lowered zed populations down in Pois a touch.
Tweaked sounds.xml to allow for more time before zeds can get spawned in the wilds.
For both the launcher and DD in the OP
***Update (part2) March 22 2018***
Another quick pass over the sounds.xml cut many sounds in half that build heat.
Both Launcher and DD updates ty for your patience.
***Update March 23rd 2018***
Tweaked body damage to zeds.
No restart required.
***Update 2 ***
Fixed a few things and some spawning issues.
Ghouls spawn less often.
Zombies that can be spawned in the wilds through activity are reduced a touch (should be no more than 5 max per trigger event)
... This should be it for awhile.
Again shouldn't require a full restart (as in a new world) just a log out of the game/server then restart.
Last edited by a moderator: