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A17 Vanilla+ mod [Discussion and planing thread]

Royal Deluxe

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Decrease zombie block damage as well? They're bulldozers now.


I consider it. But this change would have heavy impact. Maybe it would be a idea to make a very expensive block that can stand 9 times so much damage as steel but needs 9 times so much material too. Its a problematic topic to solve that without a big damage and block hp overhaul.

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I am not sure that you can gather enough leather. But its worth to be considered.


For the moment i wait how the changes in next build at trader and vending machines feel


In the last half dozen of games I have started and played I tend to have more than 100 leather after 4 or 5 days. It seems like you could make glue with 2 to 5 leather in the recipe and still be able to have good amounts of glue.

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Here the first edit if TFP dont fix it

Sand issue and the simple sollution to make it no longer a unavoidable deathtrap


Problem (Collapsing 1x2 tunnels kill you all 2000 meters in desert(dies 5 times on arround 10km tunnels))



Vanilla glue value of 4





Sollution glue value of 5

One broad tunnels = safe

Two broad tunnels can work (high chance)

Three broad tunnels can work (low chance)

Four broad, no chance




Should really be fixed

Currently sand killed me over 2 times so often as zombies

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Why not just review all the recipes that require duct tape and revise the ones that seem unrealistic. Use a different ingredient if possible. That will ease the bones/glue situation.


Adding the bones to the Vending machine is easy to do, easy to balance and solve the issue 100% (my expectation)


Editing all the recipes take a long time (and rework each patch), can have sideeffects and maybe will not really fix the issue on some unforseen gameplay styles.

Further is would change the Vanilla gameplay what i try to avoid.


But yes could be a alternative if for any reason the Vending machine route dont work as expected.

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Need all tests


Edit of vending machine

(added all items i think a trader would offer in the game situation, needs tests if balanced)

min_inventory="20" max_inventory="27"

		<item name="drinkJarCoffee" count="3,6"/>
		<item name="ammo9mmBullet" count="6,12"/>
		<item name="thrownAmmoMolotovCocktail" count="0,1"/>
		<item name="medicalBandage" count="1,2"/>
		<item name="medicalFirstAidBandage" count="1,2"/>
		<item name="drugPainkillers" count="0,1"/>
		<item name="drugHerbalAntibiotics" count="0,1"/>
		<item name="foodHoney" count="0,1"/>
		<item name="resourceForgedSteel" count="1,2"/>
		<item name="resourceForgedIron" count="1,2"/>
		<item name="resourceNail" count="2,3"/>
		<item name="candle" count="1,2"/>
		<item name="resourceGlue" count="1,2"/>
		<item name="resourceDuctTape" count="1,2"/>


Edit of quests

In Basic survival 8

		<reward type="SkillPoints" value="5" chainreward="true" />


		<reward type="SkillPoints" value="20" chainreward="true" />


In White River Citizen 1

	<reward type="Item" id="casinoCoin" value="250" />


Coffee buff

		<duration value="120"/>


		<duration value="300"/>



<item name="GoldenCasinoCoin">
<property name="CustomIcon" value="casinoCoin"/> <property name="CustomIconTint" value="1,250,1"/>
<property name="HoldType" value="45"/>
<property name="Meshfile" value="Items/Misc/sackPrefab"/>
<property name="DropMeshfile" value="Items/Misc/sack_droppedPrefab"/>
<property name="Material" value="Morganic"/>
<property name="Stacknumber" value="20000"/> <!-- STK resource -->
<property name="EconomicValue" value="1000"/>
<property name="EconomicBundleSize" value="1"/>
<property name="SellableToTrader" value="false"/>



<recipe name="GoldenCasinoCoin" count="1" craft_time = "1" craft_exp_gain="0">
<ingredient name="casinoCoin" count="1000"/>

<recipe name="casinoCoin" count="1000" craft_time = "1" craft_exp_gain="0">
<ingredient name="GoldenCasinoCoin" count="1"/>




<perk name="perkGreaseMonkey" parent="skillCraftsmanship" name_key="perkGreaseMonkeyName" desc_key="perkGreaseMonkeyDesc" icon="ui_game_symbol_service">
	<level_requirements level="1"><requirement name="ProgressionLevel" progression_name="attIntellect" operation="GTE" value="2" desc_key="reqIntellectLevel4"/></level_requirements>

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For the case i need it


In A16 i made recipes, now in A17 i add them to the traders (in larger amounts so that the chance they have them is bigger)


But sure here 3 Items (not testet ingame if it works)

<recipe name="jacketWhite" count="1" >
<ingredient name="resourceCloth" count="50"/>
<ingredient name="resourceFeather" count="50"/>

<recipe name="denimPants" count="1" >
<ingredient name="resourceCloth" count="35"/>

<recipe name="shirt" count="1" >
<ingredient name="resourceCloth" count="20"/>

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Respawn of boulders [WIP]

<block name="rockResourceBroke2">

<property name="Extends" value="rockResource" param1="DowngradeBlock"/>
<property name="CreativeMode" value="Dev"/>
<property name="Model" value="Entities/Resources/rock_resource_broke2Prefab"/>
<property name="DowngradeBlock" value="GreenStuff"/>

<block name="GreenStuff">
<property name="CustomIcon" value="treeBrownGrassDiagonal"/> <property name="CustomIconTint" value="1,250,1"/>
<property name="Extends" value="treeGrassMaster" />
<property name="CreativeMode" value="Player"/>
<property name="Texture" value="201,306,371,201,306,371"/>

<property name="PlantGrowing.LightLevelGrow" value="0"/>
<property name="PlantGrowing.LightLevelStay" value="0"/>
<property name="PlantGrowing.FertileLevel" value="0"/>
<property name="PlantGrowing.Next" value="rockResource"/>





Respawn of cars




Tritium material


Tritium Block

Tritium Ramp

Tritium Door

Tritium Container


Edit of admin wrench


-100% glasses




To do list from here

Possible to raise max amount trader can have to 5 stacks ?

Reduce weapon loot, raise ammo loot

Raise clothing loot or add more clothes to traders (one of my last games i was level 30 before i found a Duster)

Add color mods to trader (Next build do this ?)

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