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To mod or not to mod - lessons learned

Yes, I read that and it gave me food for thought. I could increase the loot drop rate during bloodmoon to something like 20%.
 

Laz also gave me an idea for a workaround to doing the quest. Maybe both would be good. 
 

in any case I guess I’m out of excuses to keep procrastinating. Sometimes the collaborative spirit of this community is TOO good...lol. 
200w.webp


 
Your "The Man" score would be as many as four tens if you did.

We moved the dogs in the CreaturePack modlet from 'hostile' to 'neutral'. Why would I want to go killing Beagles or Pugs?!? I need to figure out how to make them neutral to us, but hostile to zombies. I want doggo combat support roaming the forests!
FYI....Mod is done and undergoing player testing now.  😂

Edit: Now released.  Feedback is appreciated!

https://community.7daystodie.com/topic/17240-modlet-laz-mans-modlets/?do=findComment&comment=351912

 
Last edited by a moderator:
My own mod has balance problems. There is zero reason to participate in the blood moon horde other than just for the fun of it. I hope to someday set up a reward system for blood moon but until it is possible to do so there is that drawback. 
What if Horde night loot bags was the only place where you could find tier 6 stuff?

Some thoughts:

I find crappy common items in loot bags 99% of the time.  Loot bags being so rare I would expect them to have the best loot.

During normal nights I would expect mini hordes (perhaps just increase the number of wandering hordes during night time on non-horde nights)

Seems to me that there needs to be some kind of distribution that determines the item tier that you should have mostly in that time.  

Something like
GS    Current Tier
0-20       1
21-50     2
51-100   3
101-200 4
201-400 5
401-       6

Ignore the actul values, it would need to be balanced.  The idea is that that is what most of your items would be at, and if you could create a distribution curve of what the random loot found would contain, then based on your GS that is what you find (mostly) with items of higher tier being extremely rare.  Except during horde night - in horde night items of the next tier would be just "rare" in stead of extremely rare.

Eg
Level      Normal Chance     Horde night Chance
Lower Tier  75%      40%
Current Tier 20%     45%
One tier up  4%       12%
Two tiers up 1%       3%


Again ignore the actual values - One would need to play-test and tune it.

The idea is you find mostly only items of current or lower tier during normal nights and during the day.  But during horde night the chance to find better items increases drastically, prividing motivation to not AFK or fly arround the entire horde night.
 

 
Good idea!
 

Laz did solve the horde night quest issue and created a modlet and I added it to my 0xp mod pack. What a great thread this was!!

 
How can all y'all be The Man at the same time?!? You can't explain that!

Roland - do ya think I can drop the 0XP mod + quest modlet into an existing game, it'd work? Just turn off the XP spigot and start giving us SP every morning or whatever? We just got invested into our new Nitrogen map and starting over would suck. We gots plans, man!

 
Maybe....Turning off the xp in a game that started with it doesn’t always work I’ve found and there might be other issues. But Laz’s quest is standalone so you could drop that in your game at least. You would have to give everyone the quest starter item from the dev items in the cm.  
 

I would definitely try switching to 0XP in an existing SP game you don’t care about to see the consequences before doing it on a server and pushing it out to your players....

 
How can all y'all be The Man at the same time?!? You can't explain that!

Roland - do ya think I can drop the 0XP mod + quest modlet into an existing game, it'd work? Just turn off the XP spigot and start giving us SP every morning or whatever? We just got invested into our new Nitrogen map and starting over would suck. We gots plans, man!
I always run modlets on my local system and just run a test game before pushing out to my server. I have a couple test games I can load up. If it runs locally with all my other mods, it runs on my server from what I've seen. I test my maps the same way.  I've occasionally had a conflict with another modlet, but rarely. If you really wanted to test thoroughly, Just copy your current server files to your local system (game save/map) and test it. Changing how the XP works mid-game would definitely be an interesting experiment. If I find time today, I'll see if I can't test it for you, assuming you haven't already found time to do it yourself.

 
I find crappy common items in loot bags 99% of the time.  Loot bags being so rare I would expect them to have the best loot.
I went down a rabbit hole to figure this out. TL;DR version: the loot list is based on the enemy type. Demolishers > feral/radiated zombies > normal zombies, basically. Your gamestage/loot level does factor into the quality of tools/weapons/armor you find.

Gory details below.
 

Every normal zombie has a 2% chance to drop a Loot Bag, every feral/radiated zombie has a 3% chance, and Demolishers have a whopping 30% chance (typo?). These are in entityclasses.xml:

<property name="LootDropProb" value="0.02"/> <!-- Whether it drops a loot bag on death or not. -->
<property name="LootDropEntityClass" value="EntityLootContainerRegular"/>


The 2nd line there shows that it drops another type of entity called "EntityLootContainerRegular" (for normal zombies). Other options are "EntityLootContainerStrong" (feral/radiated), and "EntityLootContainerBoss" (Demolishers). These container entities have their own sections in entityclasses.xml:

<entity_class name="EntityLootContainerRegular">
<property name="Prefab" value="Backpack"/>
<property name="IsEnemyEntity" value="false"/>
<property name="TimeStayAfterDeath" value="1200"/>
<property name="LootListOnDeath" value="70"/> <!-- used to determine container X/Y size -->
...other stuff...
</entity_class>


It's the LootListOnDeath parameter that determines what you might find in the bag. The values are 70 (Normal), 71 (Feral/Radiated), 73 (Boss), and 74 (Bandit; oooh foreshadowing!). To figure out what the numbers correlate to we have to open loot.xml and scroll down to the <lootcontainer ...> entries, which look like this:

<lootcontainer id="70" count="1,3" size="6,3" ... loot_quality_template="qualBaseTemplate">
<item group="cannedfood" count="1,2" prob="13"/>
<item name="drinkJarBeer" count="1,3" prob="5"/>
<item name="drinkJarBoiledWater" count="1,4" prob="10"/>
<item group="books" prob="6"/>
<item group="brassResource" prob="6"/>
<item name="resourceForgedIron" count="2,10" prob="3"/>
<item name="resourceForgedSteel" count="2,10" prob="3"/>
<item group="tools" prob="6"/>
<item group="rareTools" prob="3"/>
...several others...
</lootcontainer>


For the normal zombie container you can see there is a mix of junk (water, brass) and better stuff (rare tools, forged steel). In general, even the normal zombie drop loot is better than, say, a random cabinet or desk, but a bit more broad than, say, a backpack found on the road (lootgroup name "backpacks/survival" in loot.xml if you care to check).

The loot container for feral/radiated zombies (id=71) is essentially the  same as 70, but with probabilities changed so that 'better' stuff is a bit more likely. It also adds a couple of better loot categories to the choices.

The loot container for 'boss' zombies (Demolisher only, at the moment) is quite good, with the only mediocre stuff (depending on your priorities) possibly being vehicle parts and old cash. The rest of it is ammo, weapons, armor, books, medical, etc.

The Bandit group (id=74) has this:

<lootcontainer id="74" count="1,2">
<!-- bandit melee -->
<item group="banditsGeneral"/>
<item name="meleeClubWood" prob="0.7"/>

<!-- bandit ranged -->
<item group="banditsGeneral"/>
<item group="groupWeapons_Gunslinger" prob="0.7"/>
</lootcontainer>


The "banditsGeneral" loot group has food, heavy armor, face piercings, boiled water, clothes, wait a minute go back a couple...face piercings? Hey, that's what it says...

Code:
<lootgroup name="banditsGeneral">
  ...
  <item name="apparelFacialPiercings" prob="0.1"/>
  ...
</lootgroup>

 
I'm moving this thread to the mod discussions subforum as it has progressed to that level...

 
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