7 Days To Die

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StrikerMack

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StrikerMack

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32 comments

  1. strinjiner
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    Thanks, the mod works fine, Just a little OP
    1. StrikerMack
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      That's kind of the point. Lol. I can make a version that uses more resources if you'd like a less OP one. I made this just to see if I could, and when I tested it I realized how much I enjoy killing zombies and not worrying about crafting too much. It makes it more of a loot shooter than a survival game. So I figured I'd share it, and let others enjoy it too. Also, you're welcome. :)
    2. Nobster
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      This is an excellent mod to keep the fun and minimise the grind. However after awhile I also thought it was little OP so I tweaked things a bit for my preferences and thought other people might like my changes although its very subjective isn't it. Regardless here they are.  I'm just going to post them here rather than making a new mod because it really is just your mod with the numbers changed, it seems silly to create a new mod.

      So here is one option (the original item requirement is the left and the new requirement on the right e.g. anything that was previously going to require 1-3 items will now only require 1)

      1-3 = 1
      4-5 = 2
      6-10 = 3
      11+ = 4

      ?<?xml version="1.0" encoding="utf-8"?>
      <configs>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count <= 3]/@count">1</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 4 and @count <=5]/@count">2</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 6 and @count <=10]/@count">3</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 11]/@count">4</set>
      <remove xpath="/recipes/recipe/effect_group/passive_effect[@name= 'CraftingIngredientCount']" />
      </configs>

      and another option

      1-3 = 1
      4-5 = 2
      6-10 = 3
      11-20 = 4
      21+ = 5

      ?<?xml version="1.0" encoding="utf-8"?>
      <configs>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count <= 3]/@count">1</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 4 and @count <=5]/@count">2</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 6 and @count <=10]/@count">3</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 11 and @count <=20]/@count">4</set>
      <set xpath="/recipes/recipe[not (contains(@name, 'Bundle'))]/ingredient[@count >= 21]/@count">5</set>
      <remove xpath="/recipes/recipe/effect_group/passive_effect[@name= 'CraftingIngredientCount']" />
      </configs>

      Again much appreciated for doing the hard work for this Mod.

      Kind Regards
    3. StrikerMack
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      If you're okay with it, I can use this to make 2 more versions of this mod, if people are interested.

      I stopped using this mod in my last playthrough because... well there are a few reasons: I have a mod that increases the harvest amount of mining and scrapping, so I naturally get more resources overall (it's not too OP though, but it used to be before I nerfed it). Also, I wanted the challenge of crafting back (mostly for base building and defending). With this and the more harvest mod, I would only need to mine about 10 blocks of any resource and I'd have enough for the rest of my playthrough (I have greatly nerfed the more harvest mod though, so I can't do that any more). Now I actually run out of stuff, forcing me to go gather more, which helps vary the gameplay, keeping me from getting bored as quickly. Buying resources from traders is also something I'm more likely to do now, especially for rarer resources (which means I do more quests to make more money for that). Overall, this makes the game more fun for me by forcing me to engage with more of what the game has to offer, while still not being too grindy.

      Thank you, I'm glad you're enjoying the mod. :)
    4. Nobster
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      Hi yeah if you want to take the xml I posted as a mod variant or the basis of a new mod then absolutely by all means. Lets be clear you came up with the idea and you found the xml that needed to be changed and you created and maintained a mod page. I only changed your numbers. 

      All the best. 

      EDIT: Just looking at my previous post I realise that nexus is doing some automatic formatting when I past in the xml.

      Please note that you can't place < or > inside xpath as they are considered part of the xml syntax so you must use entity references See XML Entity References | Microsoft Docs
    5. StrikerMack
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      Not sure when but I'll probably make 2 additional now that I know you don't mind. Could be a while though. Thanks for the tip.
    6. SheriBaby
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      I love this mod but I agree with a lot of people on here it is a little OP. I actually downloaded it because I thought 5 meat for one grilled meat was outrageous. Is it possible to make a perk mod based on percentage? Like as you drop skill points into it the percentage of items needed decreases? That would keep the game balanced but also allow me to get more than 1 meal out of a deer.
    7. StrikerMack
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      The exact feature you just described is already in the game. For example, the heavy armor perk decreases the resource requirements for heavy armor crafting. This feature doesn't apply to all recipes though, and IMO is underpowered to the point of being practically useless. I will make some additional versions of this mod for people who want the less OP version. I'm also planning on making one just for meat. Also, I should mention that due to this mod having issues with this feature, this mod removes it.
  2. hmcohen09
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    Mod is functional on A19. Not seeing any compatibility issues.
  3. Mizkana
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    If I was to create something like this that only effected clay for the forge, How would i specify just for that as having it set at just 1 across the board seems a little too cheaty IMO
    1. StrikerMack
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      <set xpath="/recipes/recipe/ingredient[contains (@name, 'unit_clay')]/@count">1</set>

      Slap that in a config file and see if it works for you.
  4. lmm913
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    Not sure if this has been mentioned, but when I tried crafting farm plots (w/e the block to grow crops on is called) it only required 1 wood to craft it. The other materials (such as rotten meat) were set to 0 for some reason. Then after I crafted the blocks, I couldn't place any seeds on them. Is anyone else experiencing this same problem while using this mod?
    1. StrikerMack
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      For me it still requires all 4 ingredients, one of each (wood, rotten flesh, nitrate powder and clay). This mod sets all ingredient requirements to 1, anything less is not intended, but sometimes stuff breaks. So you never know, it could be this mod, but I doubt it (it still works as intended for me). Maybe you've got some other mod messing with the farm plot recipe. But anyways, this mod is a cheat mod so... I don't think it's a big deal.
    2. TheUseR216
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      This is a problem for meat and farm plots, if you get the perk that reduces the crafting recipe quantity the recipe goes to 0
    3. StrikerMack
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      I tested this with all perks unlocked, so the "Farmer" perk doesn't affect farm plots for me when using this mod.
  5. wastelanderking
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    Cannot use this mod, it says that i have to download a program to run it when i try to open the download file
    1. StrikerMack
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      I use 7-Zip to compress my mods for upload. It's an amazing file compression program. It is free and open source. Get it today. You will need it if you want to use any of my mods. Winrar probably works too, but I don't like it. There's probably other programs that work, but you'll have to see for yourself. I recommend 7-Zip.

      Here's the link:
      https://www.7-zip.org/
  6. zajkoajko
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    Very nice help to all who want to do more than farming all day.
    But there is 1 issue with it. It takes 0 aloe leafs to craft aloe cream. That is literally cheating. Tried to delete medical line and drug line from code but it didnt help.
    Deleted vehicles and it fixed issue where you could craft car or bike with 1 wheel (didnt make much sense)
    Wish you could find the way to fix aloe cream issue. Because for those who like to build big structures this mod is must have.
    1. StrikerMack
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      This issue comes from something they added in alpha 18. You see, some recipes have a passive effect added to them, which either increases the amount of ingredients required, or decreases them. This is based on the level of the respective crafting skill required for crafting the item. So the higher your crafting skill is in medicine (or whatever that perk is called), the less resources you'll need for medical items with this effect. With the vanilla amount of resources this is never an issue (this is also not an issue with most recipes with this effect). Also you can only craft one aloe cream at a time. I have an idea for a possible fix.

      As for the tire thing; someone had the exact opposite issue. They felt that since the required resources are all at unrealistic amounts, then why shouldn't wheels be? That way all resource requirements are set to 1. I have already excluded bundles from being affected, so I might be able to do something about this. I, of course, make no promises.

      With the new update I'm currently testing you won't be able to just remove certain recipes from being affected. If it's a recipe, it will be affected. I will try to remember to leave the old one up, in case anyone still wants to use that one instead, when I update the mod.
    2. zajkoajko
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      Thank you so much for fixing it.

      BTW I still use the old version and will try to use aloe line from new version.

      There is a small issue with popular mod by War3zuk.
      There are weapons in his modlet which comes with ammo disassemble. And I was able to make 10 bullets from 1.
      Could pretend it is not there but I knew that at some point I will need to disassemble 1 type of ammo to craft some other.

      I only mention this so you or anyone who would want to use this mod on server was aware of that.
      Not a big issue for me because as I said I will try to make mix from old and new XML recipe file.

      EDIT: It works nicely. Just added line about aloe from your new file to old recipe file where I deleted vehicles and ammo.
      Deleting ammo have effect on all ammo but that is fine by me.

      Because it was building stuff and other things I always wanted to have reduced. Thanks to this mod and your other mod increasing crafting speed I dont need to mess with smelting speed.
      From what I gather on forums smelting speed and also too much stuff in running forge is what cause jittery lags.

      Thanks again. Your mods are game changing and are helping to enjoy game much more than in vanilla.

      No more hours of farming of 200 000 stones to melt in hours and hours of waiting to craft cement and then hours for concrete mix and hours for wet stone blocks. 6k this and 6k that and in few minutes I can build whatever I decide.
      Some game mechanics in vanilla are just bad and time consuming and take away that fun element imo.

  7. souzadb
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    upgrade to alpha 18 please!
    1. StrikerMack
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      I'm sorry, but I don't have alpha 18 yet. As soon as I get it I'll start upgrading it. Or, if someone were to send me the A18 recipe config file, I would be able to update this.
  8. ZombieExterminator
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    striker do u plan to update this mod for alpha 18
    1. StrikerMack
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      Yes. Although, it might actually still work, if not, I plan on updating it for alpha 18, if I can. I'm just waiting for the stable release.
  9. Lytos
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    Thanks, the mod saves a lot of (very much) time if you want to try a few things (paired with a mod that allows you to level faster).

    The mod is super, but two comments:

    Petrol. If I want to convert gasoline into barrels (to save space), let's say 4600 gasoline. The mod converts the gasoline 1 to 1 into barrels. And again 1 to 1 back. And calculated for 120 minutes xD (Previously, there were 600 gas to 1 barrel).

    On the other hand, for motorcycle, car and gyrocopter more than 1 wheel is needed.
    1. StrikerMack
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      Thank you for letting me know about that!! I have updated the mod to include vehicle parts. Also, you can now craft barrels with 600 gas to your heart's content!
      And if you wanna speed up your crafting...(shameless plug): Faster Crafting: https://www.nexusmods.com/7daystodie/mods/326
      I can't figure out how to make that a clickable link, so just highlight it then right click and select the "go to" option.
    2. Lytos
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      Thanks for the hint. Have tried the fast build mod and it works excellently =D

      And I noticed that the Fast Level Mod I chose a few days ago is also from you.

      I hope your mods stay with us also in the A18.X version of the game =D

      Yesterday I tested "Use Fewer Resources" for a few hours. Workbench, campfire, chemical table, cement smoother, all recpets are correct.

      However, I noticed when I wanted to build weapons that I could also build weapons mods without the blueprints. Is that due to your mod? Likewise the whole armor mod, everything is present in the workbench.

      I play at the highest difficulty and wanted to see how long I can survive without dying when all the values are at maximum. Your three mods are just perfect for testing the game. =D

      (In Alpha 14, there was an option that when you die, you start over with a Level 1 character. Somehow I miss the setting option.)

      EDIT: Of course I tested the new version. Thank you for switching over with the gas and the wheels. Now the mod is perfect for me =D
    3. StrikerMack
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      Let's start from the top. It feels great knowing people enjoy stuff I've made, thank you.

      This is one of those games I keep coming back to, and at this point I NEED these mods when playing this game. So if I can, if they didn't change too much, I will update my mods for A18. It might not be right away but I'm planning on it.

      As for the schematics; well, I had a mod that removed them for me (which is what inspired me to make this mod), so I decided to add that feature to this mod since it seemed like a good fit.

      I never considered that my mods would be great for play testing since there are console commands for 7DtD.

      I started playing this game around A16 so I didn't know about that feature, and have no idea how someone would add it back unless they know how it was done in the first place.

      One final note: I play with a lot of mods that would definitely be considered cheating to most players. So for me it would have been very simple to make a few more wheels. As such, stuff like this wouldn't have bothered me except for the fact that I wanted this mod to be as thorough as possible. But I didn't notice it in testing or playing so I didn't fix it. So again, thank you for letting me know about it.

      PS: If there is an idea that you have for a mod, roll it by me, and I'll let you know if I am skilled enough to handle it (or if I've already made one that I haven't uploaded).
    4. Lytos
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      Thanks, your mods helped me find out a few things about 7DtD. (And incidentally, I have now checked the recipes in the circular saw, all correct).

      In my game before that, I was level 130 and killed nearly 2,000 zombies until I was killed for the first time. Almost only glow-eyed and radioactive zombies were running around. The normal zombies were very rare. I wanted to know if that was due to the zombie skills or the level.

      Now I know it. I'm now near level 300 and the zombies are still pretty normal. The glow-eye zombies are slowly coming up and the radioactive are more frequent (unlike before, there were at least 5 - 7 per house).

      So it seems that the level has less impact on the zombie type in the game than the length of time you survive without dying.

      And I've found that even on the hardest level of difficulty in full armor and maximum armor skills, you're almost invulnerable. If the bleed was not you would heal faster than a vulture would do damage.

      Thanks again for your mods. I'm now running through all the houses just to reveal secrets. =D

      PS:
      If you want to make a great mod (although I do not know if that's even possible to make a mod for it):
      What a great mod would be one that helps you find the 5 Traders on a random map. Every biome has one. Unfortunately, the Tutorial Quest only gives you the position of one. But the others ... To find them I have to manually read in the prefabs.xml of the random card.
    5. StrikerMack
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      I don't play on random gen. I have an idea of how to do it, but I don't know how I would do it (if that makes sense). Basically hijack the quest so that it marks all traders instead of just one. Or add map markers to the traders directly without hijacking that quest. But, like I said, I've got no idea how to do that.

      As for the zombie spawn type: I learned from my brother that the more days you survive, the tougher the zombies that spawn are. I've witnessed him just leaving the game running while he was off doing who knows what, just to pass the time in game so the tougher zombies would start spawning.
  10. xXxalexciaxXx
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    Just a quick question does this work for food recipes as well?

    EDIT: Nevermind it does :) thanks amazing mod :P
    1. StrikerMack
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      It should also work for some mod added stuff; such as the Firearms 2 mod (which I highly recommend).