My first modlet for 7 Days to Die which opens up some un-craftable items, retweak stacknumber and added some early game weapons. (uses vanilla assets only)
Stacknumber Increased:
- Meds/drugs/candy/food/drinks – 50
- Resources (cement, concrete, mechanical parts, gunpowder, glue etc.) – 6000
- Crops (potato, corn, etc.) – 500
- Gun/armor/tool parts – 500
- All ammo type – 1000
- Junk Ammo – 5000
- Trowables (granade, molotov, etc.) – 100
- Jar (empty/dirty water) & empty can – 1000
- Dukes – 30000
Crafting Unavailable Items: (did not include solar banks, solar panels, testosterone, honey, can goods, etc. to balance the crafting)
- Candies (atom junkies, eye kandy, rockbusters. etc.)
- Meds & Consumables (Painkillers, vitamins, megacrush, blood bag, sham sandwich etc.)
- Resource (acid, diamond, rottingflesh, mechanical parts, sewing kit, brass, polymers, etc.)
- All types of arrows may be crafted by using feathers or polymers which includes the bundles
Blunderbuss Festival:
- 6 New early game/mid game weapons using vanilla assets – each weapon uses blunderbuss as a base recipe except crossbow
- Added new ammo type (AP blunderbuss, brass ammo, stone ammo) – only for the new weapons
- Added 2 mods for melee and tools (different modlet will be made)
NOTICE:
- Must be used on new playthrough – old saves resets your level and probably the map
- May clash with other mods using stack number and recipes
- And I’m still learning (not a coder ^_^)
Changelog
V 1.1
- Fixed crafting time
- Fixed ammo use for new weapons (blunderbuss festival)
- Added T2 stun baton (circuit baton)
- Added material (brass wire)
- Added 1 mod for block damage (circuit parts mod)
- Other minor changes
V 1.0 – Modlet release
Credits: Voidsights
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.