Jump to content

7 Days to Die - Rings of Potential - Game Version 1.0


Bladestorm Games

Recommended Posts

STATUS

1) Hey everyone, I am currently very busy IRL and with other projects.
2) Mod is updated for Game Version 1.0 (Experimental / Beta) let me know if encountering bugs

 

Version

• Game Version: 1.0 (Experimental / Beta)

• Mod Version 1.3 (June / 30th / 2024)

https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=drive_link


Intro about the Mod
• This mod adds Rings, which can be socketed into Hand Armor's item modifier slots. 
• Rings have interesting effects / stats. Most Rings have a Description page if the Stats page isnt clear enough.
• You cant equip the same type of Ring (Ring of Agony + another Ring of Agony)
• Mainly focusing was for buffing Melee and Archery but ended up having a bit of everything, except Guns and Explosives. (Some Ring's stats will work with Guns and Explosives, like rings that just have "% Entity Damage")
• Most Rings have "Roll Ranges" where you might find 2 of the same rings, but different values for their Stats. Some Rings have "Roll Pools" where 2 of the same Rings have entire different Stats.
• As of right now, these Rings should be looted from:
    - Chance to loot from Chests, Safes, ZBags.
    - Chance to loot from Hidden Stash, Burried Supplies.
    - Chance to loot from Forge, Workbench.
    - The "Ring of Beginnings" is a Ring you can craft by default.
• Intended to work with Core game, unsure about other major mods' compatibility.
• There may be bugs

• For Multiplayer, I suggest both Server/Host, and Client(s) / User(s) have the mod installed to avoid potential issues.
 

 

Download:
Game Version 1.0 (Experimental / Beta):

https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=drive_link

 

[OLD] A21:

https://drive.google.com/file/d/1MJiet3r0VKIzQl30aCu3GA1Gk7c6JUCR/view?usp=drive_link

 

 

 

Update Log:

Spoiler

Mod Version 1.4 - June / 30th / 2024

    • Updated the mod to be compatible with Game Version 1.0 (Experimental / Beta)
    • Fixed an issue with the Ring of Life Essence where Max HP bonus would be removed while the ring's proc effect was on Cooldown.
    • Loot probability has been unchanged on my end. (Looting Relics may be more rare if the core game’s loot structure has been changed in 1.0 from alpha)



Mod Version 1.3  -  July / 4th / 2023

✔ Added new ring: Ring of Angler
✔ 2 Changes for Ring of Amplification:
        1) Buff duration should be more proper.
        2) Kind of counters the negative water cost of drugs. Still testing this.
✔ 2 Fixes for Ring of Venom:
        1) The T3 Ring no longer applies poison to your self (This effect was code for testing the ring).
        2) Now checks for if the target is a Zombie or Animal to prevent accidental application to friendly targets.
✔ Changed the code for Ring of Gold and Ring of Laborlove (Quantity).
✔ Fixed Ring of Greed's Lockpick Time stat, should now be working.
✔ Slight nerf to Ring of Greed's Lockpick Time stat:
        Before: 20%/30%/40% 
        Now: 20%/25%/30%
✔ Fixed Ring of Reborn's CD to be the intended value.
✔ Fixed Config naming issue (should help the Linux/Unix users).
✔ Fixed missing info for Ring of Storage in localization.txt (now the tooltip should display their name)


• Thx to those who posted bug reports and helped out!

 

 

Version 1.2

• Fixed: Seeker Ring T2, and T3 were not lootable due to a typo.
• Fixed: Mechanism Ring had double the intended values for Attack Speed, Entity Damage.

• Laborlove new varient:
 +25% Faster Craft Time
 
• Seeker new varient:
 +25% Dukes Loot Quantity
 +25% Food Loot Quantity
 +25% Ammo Loot Quantity
 +25% Medical Loot Quantity
 +25% Looting Speed

• Wish new varient:
 +25% Looting Speed
 
• Wish adjusted varient:
 +20% Lockpick Speed (from 60%)

• Greed now has an additional stat:
 +[20/30/40]% Lockpick Speed
 

Added an Uber Ring with 3 varients:
• Ring of Splinter Rain (Wrathful)
    Shoot 2 additional Projectiles with Archery

• Ring of Splinter Rain (Furious)
    +75% Attack Speed with Archery

• Ring of Splinter Rain (Destructive)
    Shoot 4 additional Projectiles with Archery
    -50% Entity Damage
    -75% Attack Speed with Archery


Added a new ring: Ring of Storage
 +[3/4/5/6] Storage Capacity


New Recipes:
• Silver Ring - Crafted: 10 Silver Nuggets
 +5 Health
 +2 Physical Resist
 +1 Explosion Resist
 
• Gold Ring - Crafted: 10 Gold Nuggets
 +15% Dukes
 +15% Harvest

• Diamond Ring - Crafted: 10 Diamond Nuggets
 5% Chance to One-shot ore
 +10% Barter

 

 

Version 1.1

• Added new ring: Ring of Venom
    Hitting an enemy applies [2 to 4] stacks of Poison. This poison lasts 12 seconds and each stack deals low damage over time.

 

• Added new ring: Ring of Demolition (3 Variants)
    V1) 500% Block Damage with Robotic Sledge
    V2) 500% Block Damage with Brawling
    V3) 50% Block Damage (Generic)

 

• Added new ring: Ring of Reborn
    You're recovered to Full Health upon reaching [15/20/25] Health. 10 Minute Cooldown.
    
• Added new ring: Ring of Amplification
    Consumable's Buff Duration increase by [20/30/40]%
    
• Added a new Variant for Ring of Wish
    Consumable's Buff Duration increase by 20%
    
• Fixed a mistake with Brilliance Ring, where the mod tag was set to "Laborlove"
• Fixed the modifier "Chance to one-shot Tree", it now works.
• Fixed a mistake with Wish Ring's "Entity Damage" variant where the Damage Value didnt match the Text Value.

 

 

Preview Images:

(If you see a duplicate ring, double check it, some rings have variants, where the same ring can roll different stats)

(Kept in spoiler because picture size)

Spoiler

Pp1d4Ty.png

 

3Kkzgvs.png

 

ndLIfkB.png

 

jXh1H6U.png

 

yhyakdk.png

 

9Sxug4A.png

 

5wOQlMo.png

Spoiler

ehY7axF.png

 

 

List of all Rings and their Stats / Descriptions:

https://docs.google.com/document/d/1qZlPrJJxtww1mcdTfkVpV6j4mx3SCaeF1bZkL9kpBDg

 

 

Issue/Bug List:

Spoiler

1) Ignite / Bleed / DoT kills seem to have some issue where those kills dont give XP.

2) If Lockpick Timer is at or more than -100%, the timer stays at 0 and wont unlock an object.

3) De-equip your armor, apply desired mods, then re-equip armor. (Buffs granted from mods may fall off if adding / removing mods while an item is equipped)

4) If using archery and you get negative magazine value and are stuck in an animation, swap to a melee weapon, use a Power Attack, and swap back to archery and reload.

5) Never log out with negative magazine value. It may cause issues.

 

 

Conclusion:

Special thanks to those who have answered my questions about modding!
Ring Icons from Path of Exile, some icons adjusted.

If you like this mod, check out my Relics mod:
https://community.7daystodie.com/topic/31681-relics/

If you want to support me, please check out my indie game:
https://store.steampowered.com/app/1186950/Astro_Combat/

 

Edited by Bladestorm Games
Fixed a download link issue (see edit history)
Link to comment
Share on other sites

1 hour ago, AwesomeYo said:

Is this server side or do both need to install?

 

Server and Client(s) / User(s) should have it installed.

I did some "Multiplayer" testing and if only the Server/Host has it installed, there seemed to be issues.

Updated my main post "Intro about the Mod" sectionto reflect this info.

Edited by Bladestorm Games (see edit history)
Link to comment
Share on other sites

Is it possible to add this to the overhaul mod Undead Legacy? I tried just adding the mod into the folder but the rings don't spawn in any loot containers, however I'm able to take and use them as intended from the cheat menu. Is it possible to somehow add this to the UL loot table?

Edited by Beatty (see edit history)
Link to comment
Share on other sites

I like your mod a lot.
I'm adapting it for my taste (local)

but I don't know if it's my problem, or if it doesn't really work:
statOneShotTree

try on buffs to place "100"
but I don't destroy trees in 1 blow
maybe tags="tree" is not correct


the code:
<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
<passive_effect name="BlockDamage" operation="base_add" value="2500" tags="tree"/>

Link to comment
Share on other sites

On 10/25/2022 at 12:48 PM, KeyMAP98 said:

but I don't know if it's my problem, or if it doesn't really work:


the code:
<requirement name="RandomRoll" seed_type="Random" min_max="0,100" operation="LTE" value="100"/>
<passive_effect name="BlockDamage" operation="base_add" value="2500" tags="tree"/>

 

Hey, thanks for finding this issue, I've tested, solved, and fixed.

(Mod will be updated with the fix in mod version 1.1, still working on a few things before updating the mod with fixes)

 

Replace   name="BlockDamage"   with   name="DamageModifier"

Replace   tags="tree"   with   tags="wood"

 

So it looks like this:

<passive_effect name="DamageModifier" operation="base_add" value="2500" tags="wood"/>
Edited by Bladestorm Games (see edit history)
Link to comment
Share on other sites

On 10/24/2022 at 5:29 AM, Beatty said:

Is it possible to add this to the overhaul mod Undead Legacy? I tried just adding the mod into the folder but the rings don't spawn in any loot containers, however I'm able to take and use them as intended from the cheat menu. Is it possible to somehow add this to the UL loot table?

 

I have a note in the main post about being unsure if my mod will work with other mods.

 

I dont have Undead Legacy, so I cant see what happens in their loot table / loot.xml, and so im guessing the following:

1) Their mod changes something about looting causing my rings to not be spawning/looting properly.

2) Their mod overrides my mod (My mod loads loot.xml first, then their mod is loaded and their loot.xml changes something).

 

If you REALLY want to make it work, you could try and move my code into their XML files, but you'd wanna be familiar with XML files, because you'll likely have to paste my code to the right locations (likely at the end of their XML files)

 

Link to comment
Share on other sites

Great work on these!

I've been working on finding and creating magic items for my overhaul Trapped in Purgatory. Would you mind me including your mod as is into it, with any changes being made by xpathing them in from another modlet such as altering recipes or loot probabilities for them?

 

Regardless of your answer, thanks for your work on this mod and for contributing it to the community.

Link to comment
Share on other sites

8 hours ago, magejosh said:

Great work on these!

I've been working on finding and creating magic items for my overhaul Trapped in Purgatory. Would you mind me including your mod as is into it, with any changes being made by xpathing them in from another modlet such as altering recipes or loot probabilities for them?

 

Regardless of your answer, thanks for your work on this mod and for contributing it to the community.

 

Feel free to include it in your project, and/or make any changes you want.

Link to comment
Share on other sites

Mod updated to Version 1.1:

Download link:

https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=share_link

 

Update Notes:

• Added new ring: Ring of Venom
    Hitting an enemy applies [2 to 4] stacks of Poison. This poison lasts 12 seconds and each stack deals low damage over time.

 

• Added new ring: Ring of Demolition (3 Variants)
    V1) 500% Block Damage with Robotic Sledge
    V2) 500% Block Damage with Brawling
    V3) 50% Block Damage (Generic)

 

• Added new ring: Ring of Reborn
    You're recovered to Full Health upon reaching [15/20/25] Health. 10 Minute Cooldown.
    
• Added new ring: Ring of Amplification
    Consumable's Buff Duration increase by [20/30/40]%
    
• Added a new Variant for Ring of Wish
    Consumable's Buff Duration increase by 20%
    
• Fixed a mistake with Brilliance Ring, where the mod tag was set to "Laborlove"
• Fixed the modifier "Chance to one-shot Tree", it now works.
• Fixed a mistake with Wish Ring's "Entity Damage" variant where the Damage Value didnt match the Text Value.

Link to comment
Share on other sites

On 11/3/2022 at 4:49 AM, Gamida said:

Sorry if I missed it somewhere but can you have more than one ring added if you have the slots?

 

You can have multiple different rings equipped.

You Cant equip the same Type of ring, for example, 3 Ring of Greed.

image.png.d013eb32a2d7d360863fe4b14b1a9d46.png

Edited by Bladestorm Games
Added Image (see edit history)
Link to comment
Share on other sites

Really great job with these unique rings, an awesome addition to 7D2D and the custom icons are lovely! The players on my DF server are going to absolutely love this. I've changed a couple of T2/T3 ring values to better suit Darkness Falls, though I'm probably not finished balancing it.

 

It's almost immediately compatible with the Darkness Falls overhaul out of the box, I just had to remove some loot groups and Wish Rings related to STR/AGI/INT etc due to incompatibility with DF.

 

I have not yet gotten the following rings to work: Amplification/Inspirational/Assassin/Stealth/Wish Ring +1 Jump Distance.

 

I'm not sure yet where to look in order to fix these rings for DF as I'm pretty unexperienced at this, but I'm going to keep at it. 

 

 

 

If you want my 'ported' version for Darkness Falls to review or release let me know and I'll send it to you. I won't put it out there for other DF players or servers myself. 

Link to comment
Share on other sites

On 11/6/2022 at 2:00 PM, Lemonpie said:

Really great job with these unique rings, an awesome addition to 7D2D and the custom icons are lovely! The players on my DF server are going to absolutely love this. I've changed a couple of T2/T3 ring values to better suit Darkness Falls, though I'm probably not finished balancing it.

Sorry it took me a bit to reply, glad to hear you like the mod.

 

 

Quote

It's almost immediately compatible with the Darkness Falls overhaul out of the box, I just had to remove some loot groups and Wish Rings related to STR/AGI/INT etc due to incompatibility with DF.

That is good to hear, because I dont have any major mods, so I have no idea regarding compatibility, but glad to hear it mostly works hahah.

 

 

Quote

I have not yet gotten the following rings to work: Amplification/Inspirational/Assassin/Stealth/Wish Ring +1 Jump Distance.

I'm not sure yet where to look in order to fix these rings for DF as I'm pretty unexperienced at this, but I'm going to keep at it. 

If you want my 'ported' version for Darkness Falls to review or release let me know and I'll send it to you. I won't put it out there for other DF players or servers myself. 

If you'd like, feel free to post a link here to the ported version that works with DF, incase other would like to try the Rings mod with DF mod.

 

Also if you find fixes for the rings that were listed as Not Working, please also post the details here, as I'd like to know what the issue(s) might be.

 

Thanks, and hope you and your folks enjoy the mod!

Edited by Bladestorm Games (see edit history)
Link to comment
Share on other sites

  • 2 months later...
  • 3 months later...

Update to the Mod. Version 1.2
Mod Download Link: https://drive.google.com/file/d/1daRVvO9bRjTA7gWukN8OX3be-Q6MwkqJ/view?usp=sharing

Version 1.2 Notes:

Spoiler

• Fixed: Seeker Ring T2, and T3 were not lootable due to a typo.
• Fixed: Mechanism Ring had double the intended values for Attack Speed, Entity Damage.

• Laborlove new varient: +25% Faster Craft Time
 
• Seeker new varient:
 +25% Dukes Loot Quantity
 +25% Food Loot Quantity
 +25% Ammo Loot Quantity
 +25% Medical Loot Quantity
 +25% Looting Speed

• Wish new varient:
 +25% Looting Speed
 
• Wish adjusted varient:
 +20% Lockpick Speed (from 60%)

• Greed now has an additional stat:
 +[20/30/40]% Lockpick Speed
 

Added an Uber Ring with 3 varients:
• Ring of Splinter Rain (Wrathful)
    Shoot 2 additional Projectiles with Archery

• Ring of Splinter Rain (Furious)
    +75% Attack Speed with Archery

• Ring of Splinter Rain (Destructive)
    Shoot 4 additional Projectiles with Archery
    -50% Entity Damage
    -75% Attack Speed with Archery


Added a new ring: Ring of Storage
 +[3/4/5/6] Storage Capacity


New Recipes:
• Silver Ring - Crafted: 10 Silver Nuggets
 +5 Health
 +2 Physical Resist
 +1 Explosion Resist
 
• Gold Ring - Crafted: 10 Gold Nuggets
 +15% Dukes
 +15% Harvest

• Diamond Ring - Crafted: 10 Diamond Nuggets
 5% Chance to One-shot ore
 +10% Barter

 

Edited by Bladestorm Games
Typo & Format Fix (see edit history)
Link to comment
Share on other sites

  • 2 weeks later...
On 4/25/2023 at 10:41 AM, lexaeternaviii said:

Hi!

Which part of the mod file do I need to adjust to change the drop rates of these rings?

I really like these rings (so as the relics) but as a player who plays on 50% loot abundance, I find their rarity a bit too common. 

 

Great mod regardless!

Thank you!

Hey, I'm out of town for a few more days and dont have access to my files, but to adjust the drop rate, go into the loot.xml, and find the section near the bottom that is something like this:

 

<lootgroup, count="1">

   <name="casino coin", prob="0.8"/>

   <lootgroup="rings", prob="0.2"/>

</lootgroup>

 

If you want LESS chance for Rings, decrease the "prob" value for the lootgroup "Rings"

 

If you want MORE chance for Rings, increase the "prob" value for the lootgroup "Rings"

 

Since the loot container always has a count of 1, the casino coins bit is there as a way to NOT drop/loot a ring. So you can also adjust the "prob" of casino coins.

 

For LESS Ring loot chance and adjusting the casino coin value, do this:

<lootgroup, count="1">

   <name="casino coin", prob="0.95"/>

   <lootgroup="rings", prob="0.05"/>

</lootgroup>

 

That should be a lot less frequent looting of Rings.

 

I have been working on an update for this mod and Relic mod, but waiting for alpha21 at this point, since I'll likely have to fix things that break. Also a bit too busy at the moment to work on the 7D2D mod projects.

Link to comment
Share on other sites

On 4/27/2023 at 10:28 PM, Skullfracture said:

The Lockpicking speed on the Greed rings does not work in 1.2 (30% or 40%). I haven't gotten a Wish variety to try, but it definitely worked in the 1.1 version.


image.png.93dd7edfe09fdc7df113862da0524743.png

I just tested this, I modded the value to be 95% faster and when I go to pick a lock, I get no effect.

Perhaps something in the game broke? because i dont see a difference in code when referencing "perkGreatHeistComplete" in the progression.xml which has LockPickTime.

Link to comment
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
×
×
  • Create New...