Welcome to Full Circle. A story driven overhaul, which removes the continuous difficulty progression built into the game. No longer do players level through combat, and instead levels are restricted to 10, and each level is earned by completing a main story quest.
Go where you want, when you want, and you’ll always face the same level of challenge at those locations. This means, endgame loot is available from day 1, but don’t expect it to be easy to access. Exploration is key to survival in this mod.
Players start in the Forest, having lost their memories, and gradually recover them through clues and memory fragments which are found in loot and quests. Memory fragments allow you to unlock skill points, as you regain your past abilities.
You know more than you realize about the apocalypse and it’s time to piece everything together…
Notable changes:
- Armor Set Bonuses REMOVED. Gathering bonuses moved into the traits.
- Armor Bonuses revamped, leaving players with approximately 300 unique combinations.
- Zombie open world spawning are biome specific. And each biome varies in difficulty & rewards. POI Level is also more important than ever.
- Biome Weather is now Deadly. Being Cold or Hot will now cause Damage, and temperature and weather mods/perks have been adjusted to add progression to the Weather Mechanic.
- Armor Temperature Rating varies by appearance. But still provides both Hot & Cold Resistance. Heavier armor provides more overall weather resistance.
- Newbie coat keeps you safe from weather for level 1. (Allowing you to get to trader)
- Perks have been rebalanced and Weapons now exist in a NEW Perk Tree.
- New Perks have been added to flush out the different Trees.
- Legendary Mods are available by hunting down rare monsters in each biome and combining their unique loot.
- Legendary Weapons can be acquired by completing T6 Infested Clear Quests.
- Trader Quests have been restricted to 2 per day. (Not counting Story & Skill Quests)
- Trader Progression can be completed with Main Story and Memory Fragments alone.
- 1000 Memory Fragments grants you 2 skill points & 1 trader level, when converted into a Eureka Moment and discussed with the Trader.
- Trader inventory has higher respawn interval. (28 days for Rekt & 7 days for others)
- Trader Vending Machines are restocked every 28 days by Rekt. Monthly harvest.
- Trader Candies now cost more and some have increased effects.
- Traders can sell Armor & Weapons up to T2.
- Players can craft Weapons up to T5 & Armor up to T4.
- T6 items are restricted to loot only.
- Ammo drop rate reduced by 50%.
- Enemy damage increased by ~20%
- Enemy Health decreased by 10-20% (Except wolves)
- Zombie’s take 15% more damage to the head and 15% less damage to the body.
- Armor Crafting Magazine ‘drop chance increase’ restricted to Armor perks and Intellect.
- Skill Magazine chance to drop increased in junk loot.
- Intro Quest (Buried Supplies) simplified.
- Starting Legendary Melee Prototype weapon has limited use. (Break after limited use)
- Quest tiers provide Legendary Prototype weapons. (Break after limited use)
- Repair kits can no longer be crafted.
This is a work in progress, so please feel free to add comments and feedback.
I suggest playing with death penalty setting set to none. As XP debuff can affect the intended leveling pathway through story quests.
Also, Armor Bonuses Display is bugged, so it’s best to read the description for see the effect. Each armor piece (Helm, Outfit, Gloves & Boots) has 4-5 different possible bonuses, so mix and match to your preference.
I also made this mod with higher difficulty levels in mind. (Warrior, Survivalist or Insane) With feral speeds set to nightmare. But it’s up to you how you customize your experience. I play with a few other mods, so reach out if you’d like some advice on compatibility.
When 1.3 releases, I’ll revisit this to adjust the mod for the weather update being added.
I hope you enjoy this new take on 7 days as much as me. The game was starting to feel like it was on rails, and this mod is meant to open a lot more of the game to players, as well as increase the survival aspects. No more infinite ammo or overpowered traders. Each biome is distinct and requires specific gear to survive in.
DOWNLOAD (248 KB)
Credits: Loboling
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
Just an update everyone. The final release for 1.2 has been added. If you haven’t embarked on your journey yet, I suggest grabbing a fresh install. But it should be backwards compatible.
I updated the screamer heat map generation to reduce frequent screamers early game. And also updated the armor bonuses and descriptions to be more clear. I’m sure you’ll have a good time.
I’ll be back for a new version likely when weather consequences gets added back into the base game. As weather is a key aspect of this overhaul, so I expect some conflicts for that build.
PS:
Install chain should look like this:
C:\Users\kick_\AppData\Roaming\7DaysToDie\Mods\Full Circle
With the Config folder and Modinfo.xml showing up in the Full Circle Folder.
Keep in mind your user name might be different from ‘kick_’
Running Core v1.2, fresh download, 3 files in mods folder: Harmony, Config and mod info. It only starts in Vanilla. No overhaul splash/start screen. Nothing…Not even a discord for support? Bah….
Are you serious? Have you never installed a mod before? You can’t just put the Config and ModInfo in the Mods folder. https://7daystodiemods.com/how-to-install-7-days-to-die-mods/ And @Loboling, you should consider @CraftManiac’s suggestion.
You should change your download link structure. The current format confuses beginners. You should present it like this: https://drive.google.com/file/d/1aZfveEA0zZr_W4izU8kn_XUc0CmmgIVe/view?usp=sharing , or like this: https://drive.google.com/drive/folders/1AKFQyQFZFopZuhDB3dOk8Mrwt4snGcaX?usp=sharing . The first example is the most well-known and best-working structure.
This is just a friendly suggestion. Thanks for the mod.
Thank you for the feedback, I’ll make the change for the next release coming soon. I’ve gotten so many questions on how to install the mod. Even some people seem confused by Server Side mods, wondering where the updated start screen is… I think I could’ve done a better job with my instructions in the mod description.
There are NO new assets in this mod, but trust me, it’s a completely different experience. Again, thank you CraftManiac for the feedback, it’s truly appreciated.
You can activate it simply by moving it to the Mods folder. I still don’t understand why people need a 3rd party thing to install mods. Copy and paste. It’s that simple.
I don’t have any plans for this. But installation should be simple.
Download the Folder Full Circle, and place it in the Mods Folder. There is a download all button when you click the link, which will download the Full Circle Folder.
248kb in total. Only the XML files in the Config folder, is it the whole mod?
Yes, the mod is only made up with the Config so that it can be run on Servers. I love what some people do with assets, but I really enjoy how easy it is to share server side mods with newer players that aren’t as familiar with mod installation.
This mod is Server Side only, so it’s only needed by the host.
I’m going to be releasing updates for it in the next week or so, but small changes.
1) Reduced heat generation from gunfire.
2) Increased Armor Description details.
How to set it up.
Put the contents of the kogfig folder into the mod folder.
And nothing!!!
https://7daystodiemods.com/how-to-install-7-days-to-die-mods/
I just wanted to mention I release a small update to the entity classes, items and loot files. This was to fix a bug with the loot drop from a special zombie in the burnt forest. If you have already downloaded the mod, I suggest you update at least these files in the Config, if not just do a fresh install of the mod. These files can be changed without restarting your game.
When i press download i dont see any mods folder, all i see is config. is the config folder just a drag and drop?
I just signed out to see how it looks to the outside observer. There is a button labelled “Download all” I have on the top right. It compresses the two files into a zip folder. Then you can extract the zip folder “Full Circle” and place it into your Mods folder with any other mods you would like to use.
The mod requires both the Config Folder and Modinfo.xml to function. Hope that’s clear.
do you have discord or something, I’m curious about compatible mods
I’ve got an email if you’d like to reach out. It’s my user name at gmail. But feel free to post the mods you want to mix with this one. I’m personally playing with a mod that affect stack sizes (Perfect Stack Size), and a mod that adds a bunch of new quests to the trader. Secure the Safehouse, speed clear, etc. I forget the name.
I’d be happy to help you debug any compatibility issues you might encounter. Good luck, and I hope you enjoy your playthrough!
Finally someone who makes an overhaul that doesn’t outright throw compatibility out of the window completely. Kudos, my friend. I’m a mod author who prioritizes compatibility and modularity myself, so I don’t even like overhauls in general, but this is refreshing.
Congratulations on your release, and good luck!