intrepidly Posted February 23, 2022 Share Posted February 23, 2022 (edited) DISCLAIMER: This is my FIRST MOD! There is a good chance there will be bugs or balancing issues. I would like to consider my mod an "alpha" and ask anyone who is interested to give my mod a try. I will bug fix any requests expeditiously on top of improving my mod whenever I have the time. More content will be coming, as this mod is nowhere near finished. Furthermore, this will be my first modlet in a modpack which will be a Vanilla Enhancment style modpack. DOWNLOAD: https://www.nexusmods.com/7daystodie/mods/2034 Current Version: 1.2.2 Planned Changes (none are guaranteed) - Healing darts ammunition - Deployable healing items (healing areas) - Medic Armor or Armor Mods (self healing / drug application) Change Log v1.2.2 - Fixed some Buffs not properly shutting down Change Log v1.2.1 - Fixed Withdrawals not properly shutting down Change Log v1.2 - Fixed Fort Bites display - Adjusted Infection chances on medical items to be lower - Adjusted Addiction chances to be lower - Fixed items not healing others properly Healing and Debuff System Rebalanced Early game healing carries a risk of infection. Healing now has a larger curve with weaker early game healing but stronger late game healing items. Lacerations can be treated by all healing items, but early game items will only close it temporarily. You can now treat sprains, the better the healing item used, the faster the sprain heals. Enemies have a higher chance of applying critical injuries. Fatigue and concussions can no longer be instantly healed but reduced by 50%. Effect stacks (e.g. 10min to 5min, 5min to 2.5min, etc.) Candy/Drugs Buffed and Rebalanced All candy/drugs now have a duration of 10 mins that stacks up to 15 mins. Most candy/drugs have had multiple new effects added. All candy/drugs have been added to the loot pools (very rare). All drugs can be bought in vending machines (thins out pool). Traders will sell all candy/drugs (their prices are also increased in vending machines). All candy/drugs have a % chance to become addicted. (see Addiction and Withdrawal System) Addiction and Withdrawal System Each drug/candy has a % chance for you to become addicted. Take more of the same drug/candy, or detox, to counter the effects. Candy/Drugs cannot be taken while using Detox. Only detox will remove the addiction for good. The effects will start off very minor and gradually get worse. All drugs and candy follow this system: Stage 01) First hour and a half, very minor effects. Just annoying. Stage 02) Next hour, quite noticeable effects. Stage 03) Last half hour, very noticeable effects. After Stage 03, the withdrawal just ends and you're back to normal. Taking a drug you are addicted to will remove half an hour from the withdrawal timer. Being in a state of recovery will have more mild effects (depends on stage of withdrawal). These effects are different for every drug/candy and themed around them. Edited March 5, 2022 by intrepidly Mod Updated (see edit history) 5 Link to comment Share on other sites More sharing options...
intrepidly Posted March 3, 2022 Author Share Posted March 3, 2022 (edited) EDIT: Can Edit now [SAVE FOR LATER] [SAVE FOR LATER] Edited March 4, 2022 by intrepidly Moved to OP (see edit history) Link to comment Share on other sites More sharing options...
Ragsy 2145 Posted March 3, 2022 Share Posted March 3, 2022 13 minutes ago, intrepidly said: Not sure how to edit original post so here's the latest change log: Change Log v1.2 - Fixed Fort Bites display - Adjusted Infection chances on medical items to be lower - Adjusted Addiction chances to be lower - Fixed items not healing others properly Planned Changes v1.0 (none are guaranteed) - Healing darts ammunition - Deployable healing items (healing areas) [time bomb?] - Medic Armor (self healing / drug application) Goto right hand side of original post you will see these 3 dots Click and you will see options ..click on edit, when finished you get a submit / edit post option and bottom of the edited post. Hope this helps Regards Ragsy !! 1 Link to comment Share on other sites More sharing options...
intrepidly Posted March 3, 2022 Author Share Posted March 3, 2022 (edited) On 3/3/2022 at 3:15 PM, Ragsy 2145 said: Goto right hand side of original post you will see these 3 dots Click and you will see options ..click on edit, when finished you get a submit / edit post option and bottom of the edited post. Hope this helps Regards Ragsy !! I don't have an edit option. EDIT: I apparently had to finish working on my profile for this button to appear. Thanks for spending your time to help me! Edited March 4, 2022 by intrepidly Clarification (see edit history) Link to comment Share on other sites More sharing options...
Blue mame Posted March 4, 2022 Share Posted March 4, 2022 I have to sigh that you made an amazing mod, they are so reasonable and interesting, support you to have more innovations👍 2 Link to comment Share on other sites More sharing options...
Blue mame Posted March 4, 2022 Share Posted March 4, 2022 After the BUFF converts the first withdrawal, there will be a continuous 60 minutes later. Link to comment Share on other sites More sharing options...
intrepidly Posted March 4, 2022 Author Share Posted March 4, 2022 5 hours ago, Blue mame said: After the BUFF converts the first withdrawal, there will be a continuous 60 minutes later. Sorry for the inconvenience, this is my first mod! Can you tell me which withdrawal it was? Link to comment Share on other sites More sharing options...
intrepidly Posted March 4, 2022 Author Share Posted March 4, 2022 This issue should be fixed, from what I have been able to test. I put in some back up shutdown measures for each withdrawal as well to ensure proper shutdown in any outlier cases I may have overlooked. Please try the newest version (1.2.1). Thanks! Link to comment Share on other sites More sharing options...
Blue mame Posted March 5, 2022 Share Posted March 5, 2022 9 hours ago, intrepidly said: Sorry for the inconvenience, this is my first mod! Can you tell me which withdrawal it was? I checked the buff code, and the bug that cannot be completely removed is because onSelfBuffUpdate was missed in the remade buff, you should have ignored it. Let's look at the buff with buffDrugCovertCatsPlus, which contains <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugCovertCats">. He should be <triggered_effect trigger="onSelfBuffUpdate" action="RemoveBuff" buff="buffDrugCovertCatsPlus"> 1 Link to comment Share on other sites More sharing options...
Blue mame Posted March 5, 2022 Share Posted March 5, 2022 9 hours ago, intrepidly said: Sorry for the inconvenience, this is my first mod! Can you tell me which withdrawal it was? https://www.youtube.com/watch?v=lYJXKNXwuiU Link to comment Share on other sites More sharing options...
intrepidly Posted March 5, 2022 Author Share Posted March 5, 2022 15 hours ago, Blue mame said: https://www.youtube.com/watch?v=lYJXKNXwuiU Wow, even a video! Thanks so much. A little embarrassing on my end I missed something that simple! I really appreciate the help. 1 Link to comment Share on other sites More sharing options...
EpicSpire Posted March 6, 2022 Share Posted March 6, 2022 I am really loving this modlet. Thanks! Link to comment Share on other sites More sharing options...
intrepidly Posted March 6, 2022 Author Share Posted March 6, 2022 1 hour ago, EpicSpire said: I am really loving this modlet. Thanks! Thanks a lot! Feel free to leave any ideas or balancing concerns. Keep an eye out for future updates as well! 1 Link to comment Share on other sites More sharing options...
EpicSpire Posted March 8, 2022 Share Posted March 8, 2022 On 3/6/2022 at 1:15 PM, intrepidly said: Thanks a lot! Feel free to leave any ideas or balancing concerns. Keep an eye out for future updates as well! Ok, so i stream on Twitch and found a slight.. inconvenience. I use Twitch Integration and when i was infected, i had a view spawn in a med crate. The Honey that the crate has in it no longer helps with infection (which is fine, though i think it should at least be 1% if you don't want it to be the full 5.) So i made a quick modlet/patch that adjusts the Twitch loot for meds to include your mod items. I can send it to you and let you look it over to make sure you think it's balanced and then you can feel free to publish it yourself (no obligation to give credit if you don't want, it is just a Loot xml that removes twitch med loot and replaces it with a custom twitch med loot) let me know if you want this or if you are already working on your own 1 Link to comment Share on other sites More sharing options...
wokkawokka Posted April 8, 2022 Share Posted April 8, 2022 GREAT mod! I love it! Ran into one issue (cross-link to bug report on nexus: https://www.nexusmods.com/7daystodie/mods/2034?tab=bugs) with sprains. Got a sprained arm. Applied splint. 59m run-time until status reverts to normal (so I think). Anyhow. 59m clock never runs down. I think the issue occurred when I sustained a sprain (and treated it properly) and then logged off server. 1 Link to comment Share on other sites More sharing options...
FlyingLewd900 Posted April 22, 2022 Share Posted April 22, 2022 On 4/9/2022 at 12:25 AM, wokkawokka said: GREAT mod! I love it! Ran into one issue (cross-link to bug report on nexus: https://www.nexusmods.com/7daystodie/mods/2034?tab=bugs) with sprains. Got a sprained arm. Applied splint. 59m run-time until status reverts to normal (so I think). Anyhow. 59m clock never runs down. I think the issue occurred when I sustained a sprain (and treated it properly) and then logged off server. Same i got it to recently, but i didnt know if it affect the debuff or just display glitch other than that havent occure any problem, good mod so far. maybe add one quick antibiotic for early game? thanks 1 Link to comment Share on other sites More sharing options...
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