SurvivalUK Posted July 23, 2017 Share Posted July 23, 2017 Spiritually successor to my A15 Better Balance Mod along similar lines. I'll keep it brief this time around but you'll get the idea what this mod is about if you've seen the A15 version. Very simply it balances out the grinding and fun sucking defaults of A16 (imo). A16 really is about the race to get steel tools as the material bonuses and points increases while using them are significant. As before i recommend increasing Z spawns to take advantage of the mod. The mod i created really for personal use and i'll keep it up to date as A16 progresses but it's really tailored for fun while not being too grinding. I make no apologies for making things easier to attain and progress quickened. Play vanilla if you're a sadist! Further mods / tweaks i recommend: >Blood moon fix< by Guppycur which fixes crappy horde nights >Origin UI mod< by Tritox which is stellar Stamina Stamina reductions for the following items, you'll still be wanting points into Sexual Tyrannosaur and perks in the early game. Once you progress though it's more liveable than the asthmatic vanilla version: Sledge Hammer Hoes Axes Picks Building Wood log / Wooden spikes - marginal increase in durability Mining Stone blocks • Maxdamage 500 --> 400 • Destroyed bonuses retained > Harvesting tweaks • iron ore 2 --> 3 (stone / iron harvesting scales with mining perks and the use of iron / steel tools) > 10% chance of mining extra generic ores and 1/2/4% for rare ores upon destroying the block (these do not scale with perks to keep them balanced) • nitrate (16) • lead (4) • coal (18) • scrap iron (18) • Silver (1) /(4%) • Gold (1) /(2%) • Diamond (1) / (1%) Trees • Feathers and eggs have a chance of being collected when a tree is brought down, the bigger the tree the potential for greater rewards (small trees excluded) • A lot more wood from trees including destroyed bonuses, basically i kept A15 tree behaviour Perks Beginning tutorial reward increased to 10 points Starting crafting levels 50 vs 25 Animal / Z spawns All friendly animals spawns increased without being too abundant Removed Zombie Stripper* Z / hostile animals - detection / light detection range tweaked Full credit to BloodyBlackJack for his awesome efforts finding this, testing, sharing and the comprehensive post Z / hostile animals - awareness radius increased from 180° to 270° *I LAN play with my missus and kids so it had to go Progression Experience levels from 200 to 500 Levelling up points - Increased from 6 to 7 Levels requirements and multipliers reduced on the majority of perks Treasure hunting default search radius reduced and each level upgrade has a smaller radius Gated items reduced • Chemistry station • Concrete mixing • Steel smithing • Workbench Levelling up to 600 skill / purple quality possible (500 cap removed) • Gun smithing • Misc crafting • Science • Armour • Tool smithing • Weapon smithing Loot Dukes - increased quantities if spawned Military ammo - increased quantities if spawned Military weapons - mp5 and sniper increased chances Painkillers - hydration penalty reduced from -30 to -6 Tool and die set - marginal increase of spawn chance Solar cells - added to more loot groups Junk loot group - tweaks Treasure chests remain after looting (remove with axe) Workbench / cement mixer / chemstation / forge - working ones are lootable with a wrench Tires - chance of being wrenched from cars Weapons Increased head shot bonus damage on bows, sledge hammer, hammer, auger, chainsaw, axes, picks, shotguns, hunting rifle, mp5, AK and .44. Blunderbuss - overall damage increased Pistol - rapid fire shot to shot Shotguns - marginal improvements shot to shot (shot sound can sometimes be quirky if rapid tho) Sniper rifle - magazine 5 --> 10 shots (SR-25 capacity) Recipes Bottled water - added cooling effect Torches - tweaked • coal + cloth + wood recipe • tallow + cloth + wood recipe Steel Polish / Upgrade recipe - added • crafted in the chemistry station - 5 forged steel / 1 glue = quantity 20, 10 secs mix time • perk unlock - 20 points / 75 construction tools Refilling empty jars / buckets now possible from sinks Splint - Removed the duct tape requirement Wood spike - wood requirements increased to 25 vs 20 Mini bike - quality linked to Misc Crafting instead of Science --- All the following have their material requirements reduced: Club - barbed Club - iron Club - spiked Forged iron Forged steel Hoe - Iron Iron bars Pickaxe - Iron Pickaxe - Steel Shovel - Iron Shovel - Steel Scrap iron spikes Grilled meat Meat stew Ladder upgrades Forged steel and iron crafted in the forge Crucible --- Fertilizer - reduction in requirements in the cement mixer Storage Storage increases for several raw materials Misc Swimming speed increased - swimming is bit quicker than vanilla, shallow water walking is a lot quicker Files: blocks.xml buffs.xml entityclasses.xml entitygroups.xml items.xml localization.txt loot.xml materials.xml progression.xml quests.txt recipes.xml Copy files to your Steam folder: <whereever installed>\Steam\Steamapps\Common\7 Days To Die\Data\Config\ ** Don't use on an existing vanilla saved game as the tweaks to the perks / skill progression will probably screw up your existing character ** Link - v2.2: Download link or Download link Google Drive ** make sure to use the latest version of winrar / 7zip ** History - latest release highlighted in gold v2.2 - A16.4b8 compatible, stack size changes, refined tire drops from cars v2.1 - Player max level reduced from 500 to 250 due to it impacting loot quality, screamer new loot list (rare loot added, junk removed, guaranteed loot), more loot tweaks, removed toilets etc from construction crates. v2.0 - Internal v1.9 - A16.3b12 stable compatible v1.8 - A16.3b12 compatible v1.7 - A16.3b7 compatible, air drops are back to default disappearing after looting v1.6 - Adjusted wrench stamina again, added a chance to get tires from wrenched cars similar to engine drops, minor refinements in existing xml v1.5 - A16.3b1 experimental compatible v1.4 - Code correction for XP gain noted by Lavendarjosh v1.3 - Code tidy up with excellent feedback from SMiThaYe v1.2 - Upgraded for A16.2b7 compatibility, removed quest timers / increased points, made working workbench / cement mixer / chemstation / forge lootable with wrench, tidied up a few bits v1.1.1 - Forgot to add the the entitygroups.xml file for animal spawns, Chump misses nothing! hehe v1.1 - Sped up swimming, airdrop crate / treasure chests remain after looting, Solar cell added to more loot groups, Z / hostile animal sight range increased to 60m (vs 30m) + light changes, circling Z / animal fix added, Z / hostile animals detection radius increased to 270° v1.0 - A16.1 B1 compatible Link to comment Share on other sites More sharing options...
habibo Posted July 24, 2017 Share Posted July 24, 2017 Removed Zombie Stripper* You monster!! but seriously looks like a nifty mod Link to comment Share on other sites More sharing options...
Eloc Freidon Posted July 25, 2017 Share Posted July 25, 2017 Thank you, you are a life saver! You've saved me hours of my life for each skill you've balanced. Link to comment Share on other sites More sharing options...
SnakeWildlife Posted July 25, 2017 Share Posted July 25, 2017 I always use your better balance mod, thank you for updating it and im hoping we can relive the freedom A15 gave us, definitely not a sadist and have found A16 to be unplayable for me and our group. Progression stank to the point we didnt want to play and guppycurs been helping us out on the forum for Cons of the current progression system. Thanks again for updating this, You guys do us proud. Rep Up! Keep up the good work, we will start playing with this mod again and give ya a poke if we have any feedback. If anything from the new version i think that super-slow swimming needs a tweak back to how it used to work. Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 25, 2017 Author Share Posted July 25, 2017 @habibo, hehe @Eloc, great to hear thanks, i know i'd rather put time into productive building or whatever than being slowed to a snails pace for reasons @SnakeWildlife, you're more than welcome and thanks. Happy to keep it going because i just can't get on with vanilla. You're spot on regarding the treacle like water, it's on my v1.1 list to resolve together with adding the solar panels to the rare loot tables to remove the reliance on traders / secret stash perk. Travelling at the moment and back on Friday when i hope to have the above couple of bits done. Thanks for the great feedback all, really appreciated and nice to know it is be used . Link to comment Share on other sites More sharing options...
Pr00ch Posted July 25, 2017 Share Posted July 25, 2017 pretty neat, combats some of the anti-fun design decisions the team took with the recent update Link to comment Share on other sites More sharing options...
Dibbler Posted July 25, 2017 Share Posted July 25, 2017 Awesome work there and most appreciated Great to see that there are modders who are not only able to mod this game but are generous enough to share their work After 16 dropped it is great to find mods like this which put "fun" before "grind". Excellent work. Link to comment Share on other sites More sharing options...
Blazer777 Posted July 26, 2017 Share Posted July 26, 2017 survival is there any way u can place this in a rar file so its easier to download and less headache sounds liek an awesome mod Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 26, 2017 Author Share Posted July 26, 2017 survival is there any way u can place this in a rar file so its easier to download and less headache sounds liek an awesome mod Hi, when you click the Google link it'll show the individual files within the rar but if you look at the top right there should be a button to download the entire rar file. The button looks like a down arrow above a line. Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 26, 2017 Author Share Posted July 26, 2017 pretty neat, combats some of the anti-fun design decisions the team took with the recent update Cheers Awesome work there and most appreciated Great to see that there are modders who are not only able to mod this game but are generous enough to share their work After 16 dropped it is great to find mods like this which put "fun" before "grind". Excellent work. Many thanks Dibbler and yeah it's an awesome community on here with so many amazing modders Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 27, 2017 Author Share Posted July 27, 2017 v1.1 released - op updated Swimming speed tweaksAirdrop creates / treasure chests - remain after being looted (well in RL they remain so why not! Axe to get rid of them once finished)Solar cells - added to more loot groupsZ / hostile animals - detection range increased + light detection changes Full credit to BloodyBlackJack for his awesome efforts finding this, testing, sharing and the comprehensive postZ / hostile animals - detection radius increased from 180° to 270° - you really have to be in a blind spot to avoid them and with the above range / light tweaks too you have far far more interaction with Z's / hostile animals. Screw stealth, be prepared! I do hope they don't release 16.2 tomorrow night... Link to comment Share on other sites More sharing options...
Chump Posted July 28, 2017 Share Posted July 28, 2017 I don't see the following modification: All friendly animals spawns increased without being too abundant Is there supposed to be entitygroups.xml included also? Awesome work! This mod should become the standard (it already is for most of us). Link to comment Share on other sites More sharing options...
Blazer777 Posted July 28, 2017 Share Posted July 28, 2017 which folder do they go i nas im not sure Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 29, 2017 Author Share Posted July 29, 2017 I don't see the following modification: All friendly animals spawns increased without being too abundant Is there supposed to be entitygroups.xml included also? Awesome work! This mod should become the standard (it already is for most of us). Epic fail on my part lol, i missed it out of the zip but i've added it back in now. Thanks for the eagle eyes hehe and comments - - - Updated - - - which folder do they go i nas im not sure Hi Blazer, here you go Copy files to your Steam folder: <whereever installed>\Steam\Steamapps\Common\7 Days To Die\Data\Config\ Link to comment Share on other sites More sharing options...
Blazer777 Posted July 29, 2017 Share Posted July 29, 2017 kk thx Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 29, 2017 Author Share Posted July 29, 2017 v1.1 released - op updated Swimming speed tweaksAirdrop creates / treasure chests - remain after being looted (well in RL they remain so why not! Axe to get rid of them once finished)Solar cells - added to more loot groupsZ / hostile animals - detection range increased + light detection changes Full credit to BloodyBlackJack for his awesome efforts finding this, testing, sharing and the comprehensive postZ / hostile animals - detection radius increased from 180° to 270° - you really have to be in a blind spot to avoid them and with the above range / light tweaks too you have far far more interaction with Z's / hostile animals. Screw stealth, be prepared! I do hope they don't release 16.2 tomorrow night... v1.1.1 - all the above but includes the entitygroups.xml Link to comment Share on other sites More sharing options...
Chump Posted July 29, 2017 Share Posted July 29, 2017 Awesome! Thank you, good sir. Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 29, 2017 Author Share Posted July 29, 2017 Awesome! Thank you, good sir. Enjoy! And thanks again for spotting it More sleep less gin required, or maybe not... Link to comment Share on other sites More sharing options...
SnakeWildlife Posted July 31, 2017 Share Posted July 31, 2017 Once iv killed about 4 zombies around a town NO z's seem to spawn apart from the sleepers. Gone up to day 35 and unless i force stuff to spawn with forges and a lot of heat, theres like no wandering zombies around ever. Not sure if it's the mod or how the game is by default but when theres no Z's for weeks outside its kinda...meh Link to comment Share on other sites More sharing options...
SurvivalUK Posted July 31, 2017 Author Share Posted July 31, 2017 Once iv killed about 4 zombies around a town NO z's seem to spawn apart from the sleepers. Gone up to day 35 and unless i force stuff to spawn with forges and a lot of heat, theres like no wandering zombies around ever. Not sure if it's the mod or how the game is by default but when theres no Z's for weeks outside its kinda...meh It sounds more like A16 itself than the mod as apart from removing strippers there isn't anything in there that impacts Z spawns. Even then strippers out of the group just means something else replaces it. I have a SP world going at about day 15 that i've built heavily in as well as lots or torches / forges and i get at least a sleeper every few hours (3 the max i've been able to farm so far). And then large wandering hordes too. Started a fresh MP world with my other half and got tattered by various sleepers and a massive dog horde on day 3, dead of night trying to find a cooking pot. On various test worlds (all rwg) outside of roaming hordes Z's / sleepers, cities are very quiet if you're nomadic. Until a base goes up it is very quiet there as there are so few Z's about but again a trait of A16. Link to comment Share on other sites More sharing options...
SurvivalUK Posted August 1, 2017 Author Share Posted August 1, 2017 New version v1.2 for experimental A16.2b7 Compatible with A16.2b7Removed quest timers and increased quest points to 2 points eachWorking Cement mixer / Forge / Workbench / Chemstation are now lootable with a wrenchtidied up a few bits Link to comment Share on other sites More sharing options...
SnakeWildlife Posted August 1, 2017 Share Posted August 1, 2017 It sounds more like A16 itself than the mod as apart from removing strippers there isn't anything in there that impacts Z spawns. Even then strippers out of the group just means something else replaces it. I have a SP world going at about day 15 that i've built heavily in as well as lots or torches / forges and i get at least a sleeper every few hours (3 the max i've been able to farm so far). And then large wandering hordes too. Started a fresh MP world with my other half and got tattered by various sleepers and a massive dog horde on day 3, dead of night trying to find a cooking pot. On various test worlds (all rwg) outside of roaming hordes Z's / sleepers, cities are very quiet if you're nomadic. Until a base goes up it is very quiet there as there are so few Z's about but again a trait of A16. Yea that's a real shame. If im walking around and there's no random zombies wandering about it really slams on the 'boredom brakes' very quickly and makes me want to do something else. A16 has rly crippled my mood to play at all. Link to comment Share on other sites More sharing options...
SurvivalUK Posted August 1, 2017 Author Share Posted August 1, 2017 Yea that's a real shame. If im walking around and there's no random zombies wandering about it really slams on the 'boredom brakes' very quickly and makes me want to do something else. A16 has rly crippled my mood to play at all. I wouldn't say there are no random Z's whether in the towns or country side but it is much changed due to the sleeper system imo. Link to comment Share on other sites More sharing options...
SMiThaYe Posted August 2, 2017 Share Posted August 2, 2017 Quick thanks for the update. Decided against implementing wrenching workstations that would bypass level gates - that is my first thought on this - fine for those who are accustomed in A15. Can see some people wanting also instead of placing down multiple landclaim blocks for their base, not everyone is fan of them but they do offer additional protection. Appreciate the removal of challenges timers and additional recipies to name just a few aspects of this fun mod. Not that it would affect functionality, meatStew in items.xml where emptyJar was commented out has left over code: <property name="Create_item" value="emptyJar"/>[b] -->[/b] There is additional spacing in several places in progression.xml after the quotation which again isn't a big deal, just search for " / and remove the space. Not sure if intended since other loot tables have single instance; in loot.xml you have solarCell listed twice in tools. Link to comment Share on other sites More sharing options...
SurvivalUK Posted August 2, 2017 Author Share Posted August 2, 2017 Quick thanks for the update. Decided against implementing wrenching workstations that would bypass level gates - that is my first thought on this - fine for those who are accustomed in A15. Can see some people wanting also instead of placing down multiple landclaim blocks for their base, not everyone is fan of them but they do offer additional protection. Appreciate the removal of challenges timers and additional recipies to name just a few aspects of this fun mod. Not that it would affect functionality, meatStew in items.xml where emptyJar was commented out has left over code: <property name="Create_item" value="emptyJar"/>[b] -->[/b] There is additional spacing in several places in progression.xml after the quotation which again isn't a big deal, just search for " / and remove the space. Not sure if intended since other loot tables have single instance; in loot.xml you have solarCell listed twice in tools. Thanks for this, it's much appreciated I've removed the trailing " /", the extra "-->" and the additional solar cell! I know the lootable gated items will be decisive but with there sporadic appearance went for it. I'll upload the new file shortly, currently travelling down the m6 (as a passenger) so the Internet is come and go. Stopping at services shortly with better connectivity and i'll update the OP. Thanks again! Link to comment Share on other sites More sharing options...
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