7 Days To Die

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Duriel7

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Duriel7

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About this mod

This is finally my long due Tweaks Collection. It includes many many changes for realism and coherent behaviour for the game, zombies, items and more.

Permissions and credits
Welcome fellow Role Player !


This is the Tweaks Collection I've been teasing from a long time. It has been delayed due to many problems I've had since start of 2021, but it is now live. This collection contains many changes I've been dreaming of since some months by playing and seeing several problems with the game in itself. Majority of them will be fixed or even replaced with other mechanics in the future A20 but for now let's play with a few changes. Those should be agreable for many players, and I hope you will find them as fun as I have had making this, testing, changing, well, working on this.
It will include some of my other mods, you will have the list in the right part of the description.

Yes, I had fun with Paint once more, don't blame me, I need to have fun too.

Reasons :
As I said in the abstract, some gameplay features did not seem that cool to me, so I've decided to change them. I've read many topics, seen many players complain in forums like Steam, official 7 Days forums, Reddit, and Nexus forums. So, because I felt less alone to complain, I've decided to pick up ideas here and there and mix them to mine, thus creating a more and more growing mod. Then, I thought that realeasing it might be a good one, as I kept reading players complaining, Youtube content makers also have problems with some of the aspects of the game, that's why I upload this. Well that was the idea months ago, and I kept having problems in my life so the delay also grew up in the meantime. But finally, FINALLY, I release it and will continue to fix and improve based on suggestions, ideas from users here and there, and my feelings, so keep feeding the thread of comments if you think your thoughts may be useful.

Remarks :
If I know some ideas are in another simple mods, I won't add it. If I don't know, well I may "steal" your idea if you're a modder, do not fear, if I know your idea is great and I want to include it, I will ask before. Unless I've had the idea for months, sometimes we can have the same thoughts.
This mod will include some of my other mods, it is made in a "stratified mode" : everything is commented line to line (or idea to idea), and if you do not like a change, you can deactivate it easily, just read the article I wrote for that. Full list of tweaks is below, just read it if you want.

I did not include in this description many of the changes when those have been ported from another mod, I include my mods links so you can read their description instead. (Only true for A19 versions) I will more and more include my other little tweaks mod files here instead of their respective page since A21 is really different from A19 and the balance need to be kept. So I encourage you to test most of my mods together as they are designed to be used that way.

Known incompatibilities :

Lam's backpack mods are known to put out my Disconnected Perks only for Pack Mule, because of the nature of its edition (remove + readd instead of just editing by patching), so you'll be unable to take all ranks of pack mule without investing in strength. I cannot fix that on my end without editing Lam's mods, so I will let him do that instead, if he wills to do so. If not, you can just put a Z in front of my Little Tweaks mod folder name, it will patch Lam's mod after, because of alphabetic load order.

Languages :
- French by me (obviously :D)
- English by me (well...)
- Japanese by ShachikuMacksan - thank you ! - stops at 1.4

Plans :
Make charcoal/burnt wood in burnt houses and charcoal piles in hearth places drop my charcoal instead of normal coal (still a plan as of November 2023, will just take another update after I fixed all the little balancing issues on my already included tweaks).

Updates History :

02/03/2024 : Uploaded a standalone version for the additional settings requested by killman88, contains all the settings in the game menu.
12/30/2023 : Uploaded a compatibility patch between Izayo's firearms (all mods) and New Repair Kits.
12/03/2023 : Uploaded a mini update for More Common Steel Ingots. As I saw I forgot 2 new blocks, infested caches (you can harvest them by putting 1 items in them before empty and then wrench them), and utility transformer, which are electric devices at the top of electric T-shaped poles in the street. This update will be ported to Little Tweaks when I have enough additions to justify pushing the update.
11/23/2023 : Uploaded what I call the "Crosshair on Aim Hotfix" because I've seen a new shyte in the A21.2 tests that I don't think I've seen before, the crosshair activates when aiming with a scope. Why I did not see it before is a mystery (maybe the devs did enable it on A21.2 and that seems to me the most logical explaination but I may be mistaken on this one), but it bugs me so much that I uploaded this hotfix. Plus I included my Max Wire Length mod so if you did downloaded it, remove it so it doesn't conflict. I also fixed the XPMultiplier tweak that the devs put in General Settings instead of Basic Settings, making it not applying correctly since A21.2 update.
11/18/2023 : Uploaded a new subversion containing new tweaks. ATM for More Common Steel Ingots added. Bolts and Arrows in the steel category can now be crafted with feathers or plastc parts, your choice (might be a display error because 2 recipes need 6 ingredients - see technical info). And now seeds crafting scales with Living Off The Land (FINALLY !). Fixed bad copy/paste in Without Kits version (my bad).
11/17/2023 : Uploaded a new fix update for More Common Steel Ingots to add missing ATM that I didn't know gave steel. Those changes will be forwarded to Little Tweaks soon. I will add new tweaks to the main mod with them so stay tuned.
11/11/2023 : Uploaded a new fix update. Tweaked meat recipes. Added a missing kit conversion recipe. Added new lines to raise vehicles health (triple). Fixed a mistake with the tweak only version.
11/07/2023 : Uploaded a bunch of Optional Files : Craftable Fergit'n Elixir, Harvestable Workstation and Pickable Lanterns and Flashlights combined in one file, and More Common Steel Ingots. Will add other files in the future.
11/06/2023 : Fixed beds giving developer beds instead of real bunker beds.
11/06/2023 : Update 2.0 is live ! Code is updated, optimized, and new things are added. See details sections below to see what is new. For scrap tools, see this mod by ScriptHD, I won't be updating Khaine's scrap tools mod unless ScriptHD doesn't update his. There still are scrap iron arrow heads though. Which means as stone arrows and bolts are not found anymore, you can craft scrap iron ones to replace them. The damage are the same but I tweaked down the damage of stone ones. Some recipes or tweaks are removed due to developers adding some of my tweaks in the base game. Also fixes a display bug for heavy armor in A21.1 b16 until the developers fix it.
You will be finding 4 files :
- Total Version : It is the main mod with all new items and tweaks ;
- Total Version but without repair kits : Main mod but I took out the repair kits for those people who don't like them ;
- Only Tweaks : As the name says, only gameplay tweaks are present, but no new items ;
- Only new items : Same, as the name implies, only new items and their tweaks are added.

Deeper Pockets are passed down to Miscelleanous part, and the many little tweaks like More Eggs will stay in Optional Files. The Duriel's New Repair Kits file is there too, for those people who might want only the challenge of many different types of repair kits. Yeah I know some of the Deeper Pockets have my pictures of A19 version in them... I forgot to delete them from the files... that's me... bear with me...

11/04/2023 : I uploaded here the A21 2.0 update for my Deeper Pockets mod for Lam's and AGF's mods that increased backpack size by variable amounts. To see the maths and description, see the Deeper Pockets mod page. The code has been revised and optimized and values have been changed from the era where AGF was called Riles (which means I've corrected the nickname in my comments in code, that's why I've uploaded a new version, because otherwise the modlet was functioning, I just happen to profit from this to fix the optimization). There will be more small files which are little tweaks alongside the bigger overhaul. Hence the name.
10/24/2023 : Uploaded a new version of the items.xml file for the last version of Lethal Headshots, that you will have to download after said mod. This is the same file than my Lethal Headshot page, just to be consistant I have to put it here too.

A19 updates
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10/24/2021 : Uploaded a new file concerning challenges. You can use it without the main mod. It changes how challenge quests work. Now, challenges won't ask you to go to a rallying point, instead leaving to you the care of where to find zombies and when to kill them, save for the special zombies challenges, for which you still have them spawning, just because some people do not have my mods to make them spawn naturally, and I prefer to let the players take what they want. Most of the zombie killing challenges will be like animal killing : just search or let zombies come to you ! This is a preparation I do for a future mod containing new quests/challenges, when A20 comes out stable. So for now I just let this file here and soonish I will release a new mod on a new page.
10/23/2021 : 1.6.3 : Small fix for scrap iron arrows not being well named so no bows could equip them.
09/23/2021 : 1.6.2 : Small word inversion for english translation, to have all the repair kits listed one after each other instead to be listed by alphabetic order of the concerned item name. New Model : Repair Kit for + item name. Easier to find the repair kit you want in the crafting list without having to type the name but you can still do so.
1.6 : Specific repair kits from an idea I had since long ago. I was wondering if I needed to make a new mod or include this in my tweaks mod. I decided to include it as it fits perfectly in this mod and the idea to render a more challenging game without being to irritating for players.
- Specific repair kits can now be crafted from basic repair kits + some other items described in the Technical Stuff part. Loot and traders have been modified to accept them as well as Twitch containers.
- Minor addition concerning the Roasted Soft Meat schematic that I forgot to add to the corresponding Twitch container.
09/15/2021 : 1.5 :
- Boiled Water has now 4% dysentery because you can purify it easily.
- Cosmetic hat mods are craftable.
- Scrap Iron arrows and bolts are a thing, craftable but not lootable.
- Herbal Antibiotics now unlock at Physician level 2.
- First Aid Bandage can now also be crafted with a bandage instead of cloth, so you do not have to scrap your bandages to get half the cloth if you found 8 aloe creal somewhere.
09/15/2021 : New File : Khaine gave me the authorization to upload the Scrap Iron tools and Pipe Weapons parts from his Romero Mod. I extracted : Scrap Iron Fireaxe, Pickaxe, Shovel and Machete, and Pipe Rifle and Pistol. I think this goes well with mi mod and will give a power evolution feeling to 50% players like me that do not find iron tools easily. I didn't take the scrap melee weapons because they look too much like steel ones and I feel like stone ones are good enough. This will be a file that you have to download aside the main mod, and does not require it. Details in Technical Stuff.
09/12/2021 : 1.4 :
- River Water, Boiled Water, Beer and Grain Alcohol are now emptiable in inventory with a simple recipe. Now instead of throwing or leaving those, you can take them and empty them to gain some precious empty bottles if you need.
- Robotic Inventor now gives +1 active turret at level 3 and another one at level 5, for 3 active turrets at level 5, can be stacked with mods such as Perk Mastery or Custom Perks with no apparent problem if you so wish.
- You now have 3 new option values for block damage : AI and bloodmoon AI block damage 0% (zombies do only 1 damage to blocks), and player block damage 500% for more action oriented playthroughs.
- Blunderbuss ammo now add 80% to armor instead of 40% (reason to use my shells ASAP).
- You can now craft carbon filters and filter boiled water to remove the 3% dysentery chance and have a little more hydration.
09/05/2021 : 1.3 :
- Added meat items : hard meat for predators and soft meat for preys (with appropriate icons). Added recipes for that. This is a balancing update for those who use my/another More Zombies mod and have always plenty of wolves or bears or mountain lions and have too much meat. This reduces the normal meat amount and gives other meat types. As such, it is deactivated by default but can be activated as you wish (See details in Technical Stuff / Recipes for what to modify).
- Added property "CanPickup" on bed items. You can now pickup your beautiful queen size bed and place it anywhere else in case you want to change base, or if you have more than one base and placed another bed there, you can take your n°1 base bed and replace it easily to respawn here on death instead of where your other base is at 1000 km ( you know what I mean don't you ?).
- Now includes my Less Attractive Torches mod so think of removing it if you had it.
09/01/2021 : 1.2 : Added Charcoal item, in loot and recipes, only for immersion purpose and economic bunch of crafts in campfire, forge and chem station.
08/23/2021 : 1.1 : - Uploaded image for zombies modifications.
- Added Biofuel recipes and conversion to gasoline (see details for tricky additions).
- Crucible now uncraftable to regain most of the resources (like that if you bought one and found 10 of them just after, you can have good amounts of resources, fook this game), and new shotgun ammo which is made from blunderbuss ammo (like that you may not throw them when you have a collection of shotguns - see details). Also because it includes icons it is now required by both servers and clients.
- Removes crosshair when zooming with vanilla weapons - reverted in 1.4 for primitive and wooden bows.
08/15/2021 : 1.0 : First Release.

Simple description :
The collection will change things like zombie reach, damage, chances of critical hits and infection, armor values, antibiotics values, spike traps damage and durability. It adds pickable beds, lanterns and flashlights, spotlight can now be turned with advanced rotation. You can also repair broken workstations and pick them up with wrenches.
Lucky Looter speed bonus is reduced by half (this is not "fast looter" perk... this is "lucky" looter perk, think of it devs, please), and you will have more hit points for each point you throw in skill branches (Perception, Intelligect...). Arrows and Bolts can be converted to their respective type : stone to stone, iron to iron, explosive to explosive... Vehicle speeds have been raised (for I did not released my speed mod yet, and I won't because there are others). Random values on weapons have been reduced, and on armor fixed to values I thought logical. Boiled water has now 5% chance of dysentery and murky water 30%, because it's not mineral water and it made the game too easy diseases wise.
Also removes crosshair on zooming with firearms crossbows and compound bow.

Full list of tweaks file by file and topic by topic :
Unwrap to read. If you want the deactivated changes because you use my other mods, then you'll have to activate them and redo it each time you update. I'm sorry for the inconvience but it's the only way I've found to satisfy "vanilla plus" players and also people who do not like these, but here's a tip : each update, before replacing the files, if something has been added to a file (referencing to here), copy the previous version one from the last line of code (example : 173 for my recipes file), in the newer file (hit CTRL+G and type 173 then select all from here) paste the content just before the added lines and you're set (you'd be at 211 in the new recipes file but the last line of code is 209). Do it for each file that changed base on the color code here. Use Notepad++ to see line numbers, it's easier with it.
Color coded versioning is as follows : Orange means former versions, Yellow means previous version, Green means present version.
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Windows.xml :
- Land Claim Block and Bedroll Dead Zone included : Adds 1 to 5 maximum land claims, and the bedroll max dead zone size is extended ;
- AI Block Damage and Blood Horde AI Block Damage now have a 0% option at the beginning Added in 1.4 ;
- Player Block Damage now has a 500% option at the end Added in 1.4 ;
- Player XP options have been extended : 25, 50, 75, 100, 125, 150, 175, 200, 300, 400, 500, 750, 1000 Added in 2.0 ;

Blocks.xml :

- Spike Traps now have more damage and more hits before passing to the following stage ;
- Spotlight now have advanced rotation ;
- Red lanterns (You won't need my harvestable lanterns anymore) and yellow flashlights in POIs can now be picked up just like that 2.0 : updates block types relatively to game code changes ;
- Speaking of Harverstable stuff, my Harvestable Workstations is also included 2.0 : updates block types relatively to game code changes ;
- Included my More Common Steel Ingots (higher version) Added in 1.1 / 2.0 : updates block types relatively to game code changes think of removing the mod when using Little Tweaks now ;
- Bed item are now pickable : bed01, bed02, matress flat, and bunk bed and it's inherited items Added in 1.3 / 2.0 : updates bed types relatively to game code changes ;
- Now includes Less Attractive Torches Added in 1.3 think of removing the mod when using Little Tweaks now ;
- Added mannequins and broken mannequins for RP purpose and/or real training with weapons, those are repairable with plastics Added in 2.0 ;
- Dew Collectors now give my Filtered Water (only for Total versions) Added in 2.0 ;
- Broken Vending Machines now give loot, drinks and canned food, sometimes some alcoholic drinks (custom loot list) Added in 2.0 ;
- Broken craftings stations are now repairable with a reasonable amount of resources for them to be taken with a wrench Added in 2.0 ;

Buffs.xml : Jailbreakers now halves the lockpicking time in addition to its current effect of deleting the chance of breaking lockpicks (this one is included in my More Lockpicks mod but I haven't included the "more" part in this collection) ;

Entityclasses.xml :
- Predator animals now drop approx. 20% normal meat and 80% hard meat Added in 1.3 ;
- Prey animals now drop approx. 75 to 80% normal meat and the rest of soft meat Added in 1.3 ;
- Boars and Grace now drop somewhat balanced amount of 3 types of meat Added in 1.3 ;
- Players now begin the game with 2 water jars more than normal (filtered water for total versions, boiled water for tweaks) Added in 2.0 ;

Items_modifiers.xml :
- Scopes now deactivates the crosshair on aim, because this is a logical behaviour, since we have a cross with graduations to hit precisely ***New in 2.1.1 Crosshair on Aim Hotfix ;

Items.xml :
- My Craftable Fergit'n Elixir mod is included ;
- Cloth armor pieces (Padded armor) are now repairable with... CLOTH (yes ! finally !) and Scrap Iron armor pieces with... SCRAP IRON ! (yeeeeeees !) ; Removed in 2.0 due to being in the base game
- Random value ranges on weapons are now reduced (see technical part for values) ; Removed for all save the handeling in 2.0 due to being removed in the base game
- Mod power bonus doubled (because hey, first we only have 4 mods for rank 6 items, and second, with random values a rank 3 could be more powerful than a rank 6, what the hell devs ?)(if the rank of item = number of mods idea is popular, then I will also include it) ;
- Zombies reach down to 1.50 from 1.65 (less "oh I took a slap but the zombie did no animation" or "oh I took a slap but the zombie was making its animation while lying on the floor" and more "oh ho ! I avoided your slap bitch ! what about that ?") ;
- Zombies damage upped to 150%. Just avoid them now, without armor you won't be alive so long (Realism biology/anatomy note : neuro muscular limiters are unlocked by death, so zombies hit very hard, they cannot control their muscular power) and chances of critical hits shifted : see screenshots for comparisons but sum up is : more bleeding, more abrasions, more lacerations, and more infections, for less sprained and broken legs and arms : You gotta bring those bandages ! (and be less of a dreamer, concentrate your mind on your mission !)(for technical values, see technical part below) ;
- Armors now have a fixed intervale that is not overlapping : When you change your armor tier, you will feel that it's been a good idea, and a good find ! No more of the "oh this iron armor is better than this steel armor ? why ?" No, now the evolution is really felt when you find a now category of armor ; Removed partially and changed to just up the values in 2.0=> See Technical Details below
- BDU stuff now has a camouflage value : Its display is similar to ghillie suit parts, and hide you for -5% light visibility outdoors and -2% indoors (you are +5% more effective for stealth outdoors and +2% indoors if you prefer) ;
- Antibiotics are now less efficient : You find so many of them that I thought I could lower a little the values, they are halved ;
- Boiled Water now has 4% 5% chance of dysentery, and River Water, 20% 30% chance of dysentery (you may want to use the purifier on your helmet now) ; Changed in 2.0
- Ammo now stack to 600 (I know I know... not realistic, you can deactivate the changes remember) ;
- Aviator Goggles (loot bonus) now has also a +5% loot bonus in addition to its original +3 to +5 absolute value to loot stage ;
- Added Biofuel : a new way to make fuel with Super Corn, Animal Fat and Grain Aclohol, and its efficient recipe + see Technical Stuff part for the recipes and unlocking Added in 1.1 ;
- Added Makeshift Pellet Shells : a new Shotgun ammo that's made from Blunderbuss ammo, integrated for vanilla shotguns, and VFE shotguns Added in 1.1 Removed in 2.0 due to pipe weapons making their appearance ;
- Added bundled resources obtained by uncrafting the Crucible in inventory or Workbench Added in 1.1 ;
- Removes crosshair when zooming vanilla weapons Added in 1.1 - Reverted for primitive and wooden bows in 1.4;
- Added charcoal resource Added in 1.2 ;
- Added hard meat from predator animals, soft meat from prey or farm animals, as well as the corresponding steaks and big steaks (like my cooking mod) items which does not need to be unlocked (balance addition for More Zombies mod with more hostile animals so too much meat), and one good T1 recipe that's kind of boiled meat with potatoes with its schematic Added in 1.3 ;
- Added a carbon filter and a filtered water items available from the start with no restrictions Added in 1.4 ;
- Added Scrap Iron arrows and bolts, and arrowheads + changed damage values Added in 1.5 / Values changed in 2.0 to match A20/21 values ;
- Baseball Bat now scraps into iron instead of wood (because it takes so many ingots to craft) Added in 1.6 ;
- Added 21 new repair kits, most of them crafted from basic repair kits Added in 1.6 ;
- Zombie hand items have now a direct chance of infection : 10% for normal ones, 20% for hazmats, and 30% for mutated Added in 2.0 ;
- Beer now gives 10 hydration and displays it Added in 2.0 ;
- My Max Wire Length mod has been added ***New in 2.1.1 Crosshair on Aim Hotfix ;

Loot.xml :
- Blessed Metal (a modification for weapons and tools that doubles damage on zombie entities existing but not used) can now be found ; Removed in 2.0 due to it having been removed from the game entirely
- For the happiness of most of you, yes, my More Eggs mod is included ;
- Added Biofuel and its schematic to some containers Added in 1.1 ;
- Added Makeshift Pellet Shells to early game containers Added in 1.1 / Removed in 2.0 because blunderbuss replaced by pipe shotgun and buckshot being much more common ;
- Added charcoal looting in grills and ovens, and some other containers that can logically recieve it Added in 1.2 ;
- Added the recipe for the soft roasted meat recipe that you can cook with soft meat from timid animals Added in 1.3 ;
- Military Stealth Boots are now lootable with 80% less chance than normal military boots Added in 1.5 ;
- Roasted Soft Meat schematic added in Twitch container Added in 1.6 / Removed in 2.0 due to schematics being removed ;
- Specific repair kits can be found in some containers where you can find other basic kits, see Technical Stuff for more info Added in 1.6 / Updated in 2.0 with new container names and expanded in other containers with lower probabilities ;
- Created a custom loot container for Broken Vending Machine Added in 2.0 ;
- Tripled vehicles health Added in 2.0 ;

Progression.xml :
- (Deactivated by default but you can activate it) Crucible now unlocks at level 4 of Engineering instead of level 5 will be removed later on ;
- My Disconnected Perks mod is included (full version of it) ;
- You will gain max health for every point in skill branches, see values in technical part ;
- Lucky Looter looting speed bonus has been halved ;
- Biofuel recipes are unlocked via Living off the Land Vehicle Crating magazines Added in 1.1 / Changed in 2.0 to match new crafting system ;
- Charcoal bundle added to the pallets book (Mining Vol 4) Added in 1.2 ;
- (Deactivated by default but you can activate it) Roasted Soft Meat can be unlocked with Master Chef level 1 Added in 1.3 / Removed in 2.0 and included in the magazines system ;
- Robotic Inventor now gives +1 turret at level 3 and 5 Added in 1.4 ;
- New grilled meats have been put in the scaling of cooking magazines to match new system Added in 2.0 ;

Recipes.xml : All the items added have their respective recipe ;
- Blessed Metal now has its own recipe Suspended in case I decide to add an item modifier that gives a similar effect ;
- More efficient recipe for lockpicks ;
- Recipes to exchanges arrows to bolts of the same type ;
- Recipes for Biofuel, molotov cocktails with Biofuel, and Makeshift Pellet Shells (Removed in 2.0) Added in 1.1 ;
- Charcoal recipes added in campfire and chemistry station + bundle Added in 1.2 ;
- Hard and Soft Steaks and Big Steaks + Roasted Soft Meat can now be cooked with the new meat items Added in 1.3 ;
- Recipes to empty the bottles of river and boiled water, beer and grain alcohol Added in 1.4 / Removed in 2.0 due to empty jars being removed ;
- Recipe to turn Boiled Water (and Filtered Water now) into River Water with one clay lump unit (for glue purpose if you overestimated your needs for boiled water) Added in 1.4 ;
- Recipes for the scrap iron arrows and bolts Added in 1.5 ;
- Recipes for the cosmetic hat mods Added in 1.5 ;
- Recipes to combine or separate pocket modifiers Added in 1.6 ;
- Recipes for all the repair kits and conversion to basic ones Added in 1.6 ;
- Recipes for training mannequins Added in 2.0 ;
- Recipes for teas, coffee (only simple not backstrap), beer, yucca juice and pure mineral water are added to use my filtered water Added in 2.0 ;
- Recipes for teas, coffee and boiled water do not need a cooking pot anymore in the campfire Added in 2.0 ;
- Recipes for steel arrows and bolts added with feathers in addition to those with plastics ***NEW in 2.1 ;
- Recipes of seeds now scale with Living Off The Land ***NEW in 2.1 ;

Traders.xml :
- Specific Repair kits added to the list of tools sellable by traders Added in 1.6 ;

UI_display.xml :
- Make the Aviator Goggles display the changes ;
- Hard Steak has a 4% chance of dysentery because it's from muscular animals that eat corpses and can be contaminated with worms or something, simulates the "The Long Dark" food poisoning from bear meat Added in 1.3 ;
- Fixing a developer mistake in which heavy armor is not displayed properly in A21.1 b16 Added in 2.0 until official fix ;
- Beer displays the 10 water it gives Added in 2.0 ;

Vehicles.xml : Speed increased, see technical part and screenshots for values Tweaked in 2.0 to match new speed format and values.


Technical stuff :
Unwrap to read.
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Spike Traps : Wood have 66 damage and Iron have 132 damage. They can hit 3 times an entity before going to their following stage.

Random values on weapons :
Durability : +/-20% => +/-10%
Entity and block damage : +/-15% => +/-5%
Rounds per minute : +/-5% => +/-2%
Magazine size : eliminated

Bow velocity and weapon handling : +/-8% => +/-2%

Mod Power Bonus : +10% => +20%

Zombies damage and chance of critical hits : Red numbers indicate higher value than normal.

*Stripper, Cow-boy, Farmer and Football Player have been removed from the game and Mutated have been added. Values are : 30 damage for normal and feral mutated, 40 damage for radiated mutated. Pictures will change accordingly when I have some spare time. May change in future versions.

Zombies chance of infection when strike : All zombies have 10% to trigger an infection on you when they hit, Hazmat zombies have 20% chance, and Mutated zombies have 30% chance.

Armor values (both physical and elemental) : All armors have bonus 0.5 to 2.0 randomly, unless indicated otherwise
Padded : 5 to 7 points with no bonus (no change)
Leather : 7 to 10 points
Military : 12 to 14 points
Scrap Iron : 7 to 10 with no bonus (no change)
Iron : 10 to 13 points
Steel : 15 to 16 points
A19 values are in spoilers :
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Padded : 5 to 7 points with no bonus
Leather : 5 to 7 points with 0.5 to 3 bonus points following quality level
Military : 6 to 9 points with 1 to 6 bonus points following quality level
Scrap Iron : 7 to 10 with no bonus
Iron : 8 to 11 with 0.5 to 3 bonus points following quality level
Steel : 9 to 12 with 1 to 6 bonus points following quality level

The following helmets have had values modified but nothing added :
Santa Hat : Padded stats
Mining Helmet : 8 to 11 points with no bonus
Firefighter Helmet : 10 to 13 points
Swat Helmet : 15 to 16 points
Football Helmet normal and ZU : 8 to 11 points with no bonus
A19 values are in spoilers :
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Mining Helmet : 7 to 11 points with no bonus
Firefighter Helmet : 7 to 10 points with no bonus
Swat Helmet : 8 to 12 points with no bonus
Football Helmet : 7 to 11 points with no bonus
Football Helmet ZU : 6 to 9 with 1 to 6 bonus points following quality level

Antibiotics :
Honey : 2% down from 5% but 10 health and 10 food
Herbal : 5% down from 10%
Industrial : 10% down from 25%

Max health :

For each point in skill branches you will gain the value below :
Between level 2 and 5 : +2 HP each level
Between level 6 and 8 : +4 HP each level
For level 9 and 10 : +6 HP each
Total : +32 HP for each maxed skill branch, meaning for 10 levels in every branch : +160 max HP (meaning 360 HP past char level 100). I did this because you gain max healing for every level of Doctor perk, healing kits allowing to heal so much life that I thought of adding more max HP to no waste the healing power. Then using new perks mods like Zuzul0l's Custom Perks you can gain more healing power and max HP. Then, zombies hit very hard with my mod, and you can lose many HP by bleeding and lacerations than earning more can be useful. Remember you can deactivated everything you don't want.

Broken Crafting Stations : You can now repair broken crafting stations to then take them with a wrench as part of Harvestable Workstations mod :
- Workbench and Cement Mixer take 20 forged iron ;
- Chemistry Station takes 50 wood ;
- Collapsed Forge takes 40 stones ;
- Campfires only takes 2 stones ;
- Dew Collector takes 50 polymers ;

Recipes :
Blessed Metal : 15 silver nuggets + 5 gold nuggets + 25 rotting flesh + 50 bones + 1 mineral pure water Removed in 2.0
Lockpicks for 10 of them : 10 iron ingots + 1 mechanical part
Deactivated recipes by default : You have to read my article about that and activate things in : Progression, Entityclasses, and Recipes files in order to have the full change about meats.
Steaks : 5 meats (down to 4 then 3 with ranks of Master Chef) and 1 fat Added in 1.3
Big Steaks : 10 meats (down to 8 then 6 with ranks of Master Chef) and 2 fat Added in 1.3
Roasted Soft Meat : 5 meats (down to 4 then 3 with ranks of Master Chef) + 1 potato + 1 boiled water unit + 1 fat Added in 1.3
River Water : Boiled Water + 1 clay lump Added in 1.4 / in 2.0 : Filtered Water can also be transformed
Carbon Filter : 2 pieces of paper + 1 coal unit Added in 1.4
Filtered Water x10 : 10 Boiled Water + 1 Carbon Filter (stack by stack purification) Added in 1.4
Cosmetic hat mods : Real hat item + 2 cloth units Added in 1.5
Pocket modifiers conversion : Added in 1.6
Mannequins : 20 plastics : Added in 1.6
Repair Kits : Added in 1.6
- Leather Armor : 5 leather + 1 duct tape + 10 cloth units + 1 sewing kit ; Leather Knuckles are the same but + 10 scrap iron instead of the sewing kit
- Plastic Helmets (football and miner) : 2 mechanical parts + 10 polymers + 10 cloth units + 1 sewing kit
From this part ALL recipes need 1 basic repair kit as base + the listed elements :
- Armors : 1 sewing kit + 5 mechanical parts + (Military) 1 military fiber + 1 military armor part OR (Iron) 1 forged iron + 10 cloth units OR (Steel) 1 forged steel + 1 steel armor part
- Iron Tools (complex ones only, see screenshots) : 5 mechanical parts
- Steel Tools and Nail Gun : 6 mechanical parts + 2 forged steel + 1 steel tool part
- Motor Tools and Impact Driver : 4 mechanical parts + 8 electrical parts + 3 forged steel + 1 motor tool part
- Stun Baton : 2 mechanical parts + 4 electrical parts + 10 scrap iron + 1 stun baton part
- Robotic Turrets : 4 mechanical parts + 4 electrical parts + 2 forged iron + 1 robotic part
- Steel Melee Weapons : 6 mechanical parts + 2 forged steel + 1 specific part from the weapon you want to repair
- Firearms : Same as steel melee but + 2 springs
Teas, Coffee, Beer, yucca Juice and Pure Mineral Water : New recipes like the vanilla ones but with my Filtered Water in case you filtered too many jars Added in 2.0
Arrows and Bolts : same number of feathers than plastics, and same number of wood than heads Added in 2.1
Seeds scaling : Living Off The Land takes on seed away for each level, making lvl3 crafting costing only 2 elements instead of 5, making the perk worth investing for one more reason Added in 2.1

Vehicles speed :
Bicycle : 8 normal, 4 acceleration
Minibike : 10 normal, 5 acceleration
Motorbike : 12 normal, 8 acceleration
4X4 truck : 12 normal, 12 acceleration
Gyrocopter : 12 normal, 10 acceleration
A19 values are in spoilers :
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Bicycle : 10 normal, 15 acceleration (well ok that's not realistic but understand... nobody uses it and it's fairly reasonable when you have an adrenaline rush because of zombies everywhere)
Minibike : 12 normal, 15 acceleration
Bike/Motorcycle : 15 normal, 27 acceleration
4x4 : 14 normal, 25 acceleration (respecting vanilla concept)
Gyrocopter : 7 normal, 30 acceleration

Vehicle health :
All health tripled from vanille A21
Bicycle : 4500
Minibike : 6000
Motorbike : 12000
4x4 : 24000
Gyrocopter : 10500

Biofuel : Added in 1.1
Recipe : 2 Super Corn + 1 Animal Fat + 2 Beer = 30 Biofuel cans and unlocks at Vehicles 20, efficient recipe (bundle) is 16, 8, 16 respectively and unlocks at level 45.

Makeshift Pellet Shells :
Added in 1.1 Only or A19 players and testers Removed in 2.0
Spoiler:  
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Recipe : 1 Blunderbuss ammo + 1 plastic part + 1 scrap iron = 1 shell. Needs Workbench. Available from the start.
Advantages of those : Basically those are the same than Buckshot shells, but with 14 pellets instead of 10, doing less damage per pellet (7.4 instead of 11.2 vanilla), it adds 60% to armor if zombie wears one (classic Buckshot adds 40% armor), but with higher penetration factor in wood and flesh but penetrates easily flesh so you may kill 2 zombies one behind the other. Pellets also travel for less distance, because lighter pellets means they are more susceptible to wind and friction force of the atmosphere (Hope no physicists or hunters will come after me for saying shit). By the way blunderbuss ammo adds now 80% to armor so it's pretty worthless against armored zombies, but with my Lethal Headshots mod you can do it.
Other advantage : they have a cool blue color, which is, in my opinion, fooking awesome, but YMMV.

Note for other mods compatibility : For Vanilla Firearms Extended I added the patching lines (activate it by moving the arrows as I wrote in the article), if you need patching things, you can do it yourself if you are sure, or ask me. Basically, all modded shotgun which name contains "gunShotgun" should be patched automatically, but every modder has his own way to write code variable so if you see that you favorite shotgun does not accept my shells, just copy/paste the line at the end of my items.xml file, and replace the name by your shotgun name. If you don't know how to do that, just give me the mod name and I'll send you the lines to copy/paste at the end of the file. Also if it does not work and your shotgun contains "gunShotgun" in its name, put an A at the beginning of your weapons mod and it should do it. If not then report the issue and I'll look into it.


Crucible : Added in 1.1
Now the crucible can be uncrafted. In vanilla you can't sell it, nor scrap it. You have a crafting recipe to transform the crucible in a pile of resources which gives 1000 Clay and 800 Stone when you open it. It takes 1 second and can be done in inventory for faster loot runs without being encumbered by 3 or 4 crucibles (happened to me). Maybe the game won't give you that many crucibles now that you can uncraft them. Who knows, this fooking game is always trying to make me lie. That's why we love it.

Charcoal : Added in 1.2
The recipe is 1 wood for 2 charcoal in campfire, and 1 wood for 3 charcoal in chem station, easier and more efficient. Charcoal is a coal duplicate, so brun time is the same, it's just easier to craft and use than just put wooden cylinders/trunks or frames of whatever you use.
I know wood is unlimited as a resource but I wanted a Minecraft style charcoal that we can use as bruning material, just because. Picture can change in subsequent versions if I want to but item will probably keep the same characteristics, and recipes won't either change because I find it good as it is, and you can find pieces of charcoal in grills which is in my mind more logical than real coal which comes from a natural process over millions of years, you won't use that to grill your meat in summer, believe me.

Filtered Water : Added in 1.4
This water gives 24 points of hydration and 0% chance of getting dysentery. I made this to balance my modification of boiled water and give the player that plays differently (hardcore, custom maps whatever) a chance to drink good water if not finding enough coffee, flowers of yucca, or even prepared drinks, and cannot prepare pure mineral water. It gives no other bonus than 15% faster stamina regen, like most other drinks. It's just filtered water guys.

Scrap Iron Tools and Pipe Weapons : Only for A19 players and testers
For scrap tools and melee weapons, see this excellent mod by ScriptHD. I'll readd Khaine Scrap Tools if ScriptHD doesn't update his mod in future versions.
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Tools unlock with level 1 Miner 69er, and Deep Cut for Machete. No schematic involved. Pipe Pistol and Rifle are, as Blunderbuss, available from the start. Recipes are the same as Romero mod :
Tools : 10 wood + 5 leather + scrap iron
Fireaxe and Pickaxe : 50 pieces of scrap,
Shovel : only 40,
Machete : 15 scrap iron + 2 polymers + 2 wood + 1 duct tape
Pipe weapons : 1 duct tape + 1 pipe + scrap iron + wood :
Rifle : 30 pieces of scrap and 8 wood,
Pistol : 40 pieces of scrap and 4 wood.
I upped a little rifle durability because I thought it was too low, so I more than doubled it. It's a little more durable than the pistol now.


Scrap Iron Arrows and Bolts : Added in 1.5
Recipe for arrowhead : 10 scrap iron pieces.
Arrow and bolt : 1 head + 1 wood + 1 feather.
Arrow and bolt can be converted to each other, following the spirit I've added previously for all other bow and crossbow ammunition. All those recipes can be done in inventory with no restriction. Those are not lootable.
Scrap iron arrow does 25 damage and bolt does 32 damage.
For better integration damage values were changed, see below for which has been altered, others are untouched :
Stone arrow : 21
Iron arrow : 29
Steel arrow : 37
Flaming arrow : 32
Stone bolt : 28

Specific Repair Kits : Added in 1.6
These can be found almost anywhere basic repair kit are found. I adjusted the loot depending on what is logical. You won't find armor and weapon repair kits in car parts boxes, but in Shotgun Messiah crates you will find all kinds of repair kits, even armor ones. In WorkingStiff Tools crates you will find mostly tool repair kits with machete and rocket launcher ones too.
Yes even low tier guns take steel ingots for their repair kits. I know it's hard and all but you can edit the files so these firearms take basic kits if you want too.
I did that on purpose, I also find it difficult, but that's the point. Know when to use your guns and when to not. If you want to kill zombies use melee weapons that you can repair easily and find a wrench to take down street lights, food vending machines and chandeliers to have forged steel and make repair kits for your favorite weapon. It's hard at the beginning but you will find some kits in crates by looting and you can buy those. So it's not as hard as it seems at first.
Patch for Vanilla Firearms Extended : You must activate it if you use the mod, like other changes I deactivate by default. Process is still the same, and described in the corresponding article.



Compatibility wise : Obviously do not use all my mods that I included at the same time than this one. Otherwise the game won't know what you're trying to do. Before you ask : Yes, this mod should be compatible with nesnikita Realism, by the looks of it they touch different things, and for workstations, you can pick them up or wrench them up, up to you, but shouldn't crash the game or something like that.

Gameplay wise : This mod is mainly made to go with at least my Random HP mod, my More Zombies mod, and my Lethal Headshots mod. Besides those, I use the wonderful Bdub's Vehicles mod, Zuzul0l's Custom Perks I've quoted before, and Riles (Now called AGF) Backpack+ 72 or 84 slots (and HUD but those are in the screenshots). I also have Vanilla Firearms Extended, which I fixed and updated (need to be updated for A21 but wait that will be done !). For other modpacks, I have some of lammetje's mods, he did a wonderful job with his backpack and HUD mods.

I also have in another modpack Perk Mastery from devon752, who is also a great modder. And finally Tactical Action by IvanDX, which you can find here. Another more recent version of Tactical Action can be found here, by CrimsonDiscs. Remember to put an A before the name (A Tactical Action) for my Tweaks to apply to this mod as well. => Only for A19 players and testers

Concerning settings :
For RP run, I recommend less AI block damage. Less frequent drops, maybe deactivate them if you feel it. Loot to 50% for those who want a more RP Survival feeling of resource scarciness. And finally zombies run at night instead of sprinting. You don't want to be caught by a 60 or even 80 zombies horde at night when you explore a place.
Block damage reduction to 25% is enough to speed them down while you try to escape, and they won't run faster than you so if you have no stuff to fight them, you can avoid it. But you can also put just 5 or 10% if you feel like so.
If you prefer an action mode, just take the Lethal Headshots with no minimal body damage version, and play with 100% or more loot and usual settings. It's up to you to choose your way to play, I just recommend stuff based on what playstyle I see more when I read forums.

Credits go to Fun Pimps as usual.


My Other mods :

Lethal Headshots
More eggs in nests
Less Attractive Torches
More Zombies and Larger Roaming Hordes
Random Zombies HP
Harvestable Oil Lanterns
Harvestable Work Stations
Craftable Fergit'n Elixir
Up to 5 max Land Claim Blocks
Disconnected Perks
More lockpicks
New Cooking Recipes

***Donate***

I now have a Paypal account. Some of you here and there told me they wanted to donate but I refused several times. Why did I changed my mind ? Well, I think it is important to let people who want to donate, do it. So I let the link here and people who want to can donate. But. Think of it. Some charity may need money. If you have money to spend, you may think of donating to charity instead. Otherwise if you really want to you can donate to me.