7 Days to Die

7 Days to Die

View Stats:
tomwithtime Oct 14, 2015 @ 9:27pm
Shop Mod - earn stuff with kills!
TL;DR - adding coins to zombie loot table + replacing recipes to be JUST coins = just cause / cod zombie style of play, very fast and very fun (if you're into that)

--edit

I see that zcoin exists now. I guess enjoy this as an alternative if you want something similar for singleplayer / sever reliance on an external server.

rant-splosion:

I hope modding is easier in the future, but I did implement a basic concept of this. I added casino coins / tokens to the zombie loot tables (all of them) and made them drop very often and they drop 1-5. I also changed 12 recipes so certain items cannot be crafted their normal way but instead cost coins. Due to current limitations for duplicate recipes, I can only do 25 1coin recipes, 25 2coin recipes, a handful of 2 coin recipes making use of multiple grid spaces, and so on. Since coin income is high right now, I'll probably balance that by having basic survival items cost very little and more advanced things (gun parts, ammo, concrete blocks, nails, etc) cost more.

Changing out recipes for pistol bullets, nails, wood, and honey (for food & water, to save on combinations of x1 coins) made the game play completely differently. I added in some stupid cheap recipe for the pistol so you could start with one and repair kits cost 1 coin right now. It's fun to run and gun every location and spend coins on planks to build up little bases as needed in any situation.

I've said enough conceptually, people who like this sort of thing can get the idea at this point.

The future until modding is easier -

1x, 2x, etc coins => 25+ combinations of tier 1 recipes
10 coins => 1 iron scrap
1x, 2x, etc iron scrap => 25+ combinations of tier 2 recipes
1 iron scrap => 10 coins
10 iron scrap => 1 brass... and so on

Set all items to NOT be scrap-able when crafted this way, and you avoid some dupe bugs ;)
Maybe use oil, glue etc and other mostly useless items instead of iron scrap if you want to still use iron scrap for other things / avoid certain structures in game from giving people too much of a boost early game.

That's all I have on this idea so far, I'll be happy if this helps even 1 person :steamhappy:
Last edited by tomwithtime; Oct 15, 2015 @ 6:24am
< >
Showing 1-15 of 28 comments
tomwithtime Oct 14, 2015 @ 9:43pm 
addendum - I just realized that the game probably won't be able to differentiate between someone trying to buy 5 of an item that cost 1 coin or 1 item that costs 5 coins, so having multiple currencies will probably be the best solution. That and also using multiple grid spaces for some recipes if you want to have more recipes using just coins or whatever kind of material.

tier 1 => basic survival items and low tier blocks & weapons like bows and arrows, basic food
tier 2 => more advanced building materials, crossbow, more types of arrows
tier 3 => munitions & crafting books for basic firearms + steel shovel / axe / tools, better food
tier 4 => munitions & crafting books for more advanced firearms + a few advanced building materials + nail gun & nails
tier 5 => rest of weapons, explosives, gasoline, power tools, best building materials
tier 6+ => very valuable highly stackable misc items used to store large amounts of previous tier currency

That's my plan going forward. Reminds me a little bit of the 'poverty craft' mod for minecraft.
Last edited by tomwithtime; Oct 14, 2015 @ 9:43pm
Valmar Oct 15, 2015 @ 12:14am 
I've done something kinda similar with my Survivor Notes mod. You find Survivor Notes on zombies and you cash them in for recipe books, with different recipes requiring a different number of notes. You could, if you're interested, look at it and see if any of its code can help or give any inspiration.

https://7daystodie.com/forums/showthread.php?30751-Survivor-Notes-Experience-and-Recipe-Books


Also there is a server manager that adds "zcoins" that you get for each zombie killl that you can use in a virtual cash-shop to purchase items and materials. You might like that. I believe its the server manager "Envul"
tomwithtime Oct 15, 2015 @ 6:17am 
That is definitely along the same line, thanks. I'm afraid of trying to actually mod something just yet, and I have this working in 'single player' right now.

Your survivor note is definitely better than RNG hell for finding book shelves.

I like getting things on kill because then you could be held up in a building and not need to go out and loot things for coins. I dislike that we're already seeing that 7days mods are going the minecraft route a la bucket :/

I'm definitely interested in the source of both. Thanks for mentioning the zcoins.
Valmar Oct 15, 2015 @ 6:30am 
I'm curious - how do you plan on doing this if not with modding? I was under the impression these were your modding plans. Forgive me if I misunderstood.

Also you mentoned that you hope modding is easier in the future. In what way? At the risk of sounding arrogant, its already fairly simple and straightforward if using notepad++. 7DTD is one of the more mod-friendly games out there, imo, thanks to just how much is powered by the xml files.

What would make modding easier in your opinion? Within the context of a mod author and within XML code only, that is.
krzosu18 Oct 15, 2015 @ 6:50am 
actually making more 1 coin recipes is simpler than you think how ? - just use remaining 24 slots to move the coin position and one stick or rock or grass then move them both around the grid this gives you a lot more possibilities unless you ofc intend to use coins only. 2 or more coins could give you a lot off options 2 - aka you can move those 2 coins around or just put two coins in one slot - even more combinations will present themself with 3, 4,5 coins and so on. On the other hand in a13 lack of crafting grid will make it easy just select the recipe and thats all. so at this point i guess making hodzilion new recipes will be kinda obsolete and kinda waste of works since they wont work on newer version.
Last edited by krzosu18; Oct 15, 2015 @ 6:55am
Mytheos Oct 15, 2015 @ 7:02am 
So is the zcoin thing a mod btw or is it default in vanilla?

To each their own, but I really hate the concept of it...once we get trader NPCs and if they handle it, then I'm fine with it.

Might be better to change it to zombie ears ( bounty ) though at that point vs...coins.

But killing 100 zombies and having the starship Enterprise beam you down a splint seems beyond gamey and lame.

I should have prepared and brought a splint, but now I'm hobbled and trapped in a cave I'll have to spend awhile digging myself out of....oh wait thats right..."Enterprise beam me down a splint!"

*facepalm*

tomwithtime Oct 15, 2015 @ 7:31am 
Originally posted by Valmar:
I'm curious - how do you plan on doing this if not with modding? I was under the impression these were your modding plans. Forgive me if I misunderstood.

Also you mentoned that you hope modding is easier in the future. In what way? At the risk of sounding arrogant, its already fairly simple and straightforward if using notepad++. 7DTD is one of the more mod-friendly games out there, imo, thanks to just how much is powered by the xml files.

What would make modding easier in your opinion? Within the context of a mod author and within XML code only, that is.

XML files are fine, but the extent of mods we can make right now are along the lines of yours. I just went to your 7dtd profile and checked out the valmar modpack :steamhappy: You 'modded' in a class system with some clever xml editing. There's a lot that can be done that way, but we can't do any scripting, right? The server mod makes sense, it's logging what people do, you can run commands when certain actions happen. But in SP, how do we attach a script to non-existent listeners for players doing different things? How can we create a virtual currency besides running a server?

If we stick with xml files only, it'd be nice if they added something like an xml file of events that happen and then xml sort of commands to run when they happen.

<event name="playerKillNpc" target="fatZombie">
<action cmd="giveself casinoCoin 2">
</event>

That'd make more mods possible, and keep things as xml. What you did with xml is very impressive, I'd like to see what you can do with something like this as well.



Originally posted by krzosu18:
actually making more 1 coin recipes is simpler than you think how ? - just use remaining 24 slots to move the coin position and one stick or rock or grass then move them both around the grid this gives you a lot more possibilities unless you ofc intend to use coins only. 2 or more coins could give you a lot off options 2 - aka you can move those 2 coins around or just put two coins in one slot - even more combinations will present themself with 3, 4,5 coins and so on. On the other hand in a13 lack of crafting grid will make it easy just select the recipe and thats all. so at this point i guess making hodzilion new recipes will be kinda obsolete and kinda waste of works since they wont work on newer version.

Thanks, I did plan on either doing that or creating a tiered currency. I want it to be as simple as possible :P I do think the A13 update will make this easier as well.



Originally posted by Mytheos:
So is the zcoin thing a mod btw or is it default in vanilla?

To each their own, but I really hate the concept of it...once we get trader NPCs and if they handle it, then I'm fine with it.

Might be better to change it to zombie ears ( bounty ) though at that point vs...coins.

But killing 100 zombies and having the starship Enterprise beam you down a splint seems beyond gamey and lame.

I should have prepared and brought a splint, but now I'm hobbled and trapped in a cave I'll have to spend awhile digging myself out of....oh wait thats right..."Enterprise beam me down a splint!"

*facepalm*

Yea that's the idea haha. Anything you need kind of just... there. You throw some coins on the floor and out pops whatever you need. Like I said, it plays way differently. I don't think the majority of players will enjoy it, but ever since I played just cause 2 I've been very interested in that system. In that game you get money from doing all kinds of things and then you can radio a helicopter to come by and drop off supplies. That has a lot more potential in a building game.

If more modding options became available, like my command extending idea, then you could....

-collect currency
-run a command to order a tier of supplies
-spawn an airdrop plane to come by and drop off a specific crate you needed

That'd move up the 'realism' behind this idea, but since I want it to be simple, that's probably beyond the scope of my plans.

So... yea. I think it would be cool if there was an events.xml file where we could run commands when different events happened. And maybe a way to create new commands. Being able to conditionally execute commands in game would give us the level of modding that you can achieve in minecraft with a command block.
Insane Roy Oct 15, 2015 @ 8:49am 
Sorry but this is a stupid idea. Now if you want to start your on server with modded files to use zcoins so-be-it.
Mytheos Oct 15, 2015 @ 9:14am 
@tomwithtime

If you could find a walkie-talkie or something and then order stuff and have it air dropped, then I could more easily get behind the idea...

Or if there were special POIs that had radio towers or something along those lines...then you'd have to find a radio someplace and then have them fly it in, which might take 12-24 hrs or something...

And the drop would be an area drop, not a drop on your exact location...and if you're underground or inside a building surrounded by zombies, you are probably not going to get it.

Not sure how the game would consider you transfering payment to the pilot though...tip jar by the radio? *laugh*

Just played on several standard servers that use zcoins which seemed like it should put the server under modded...but it was still standard...which is why I asked about if they were a mod or vanila.
Last edited by Mytheos; Oct 15, 2015 @ 9:16am
Brian9824 Oct 15, 2015 @ 9:28am 
Theoretically if the servers running z coin or similar could be modified so the command only worked in certain buildings then you could build a trader POI and then it would make sense. Or have a very difficult crafted item that enabled z coin functionality.
YamaKami (Banned) Oct 15, 2015 @ 9:53am 
Didn't read past the title... Not intrested in rewards based on kills. Too unrealistic for me. I see trader working by way of trade. As in; Meds for ammo, or ammo for food, or building materials for water, etc, etc. I hope a currency is not intorduced outside of gambling for rewards at Dukes place.
Valmar Oct 15, 2015 @ 11:44am 
Originally posted by Mytheos:
So is the zcoin thing a mod btw or is it default in vanilla?

Like I said, its part of a server manager. 7 Days to Die Economy Plugin[www.servermanager.ca]

If you don't like it then don't use it. Easy enough.


Originally posted by tomwithtime:

XML files are fine, but the extent of mods we can make right now are along the lines of yours. I just went to your 7dtd profile and checked out the valmar modpack :steamhappy: You 'modded' in a class system with some clever xml editing. There's a lot that can be done that way, but we can't do any scripting, right? The server mod makes sense, it's logging what people do, you can run commands when certain actions happen. But in SP, how do we attach a script to non-existent listeners for players doing different things? How can we create a virtual currency besides running a server?

If we stick with xml files only, it'd be nice if they added something like an xml file of events that happen and then xml sort of commands to run when they happen.

<event name="playerKillNpc" target="fatZombie">
<action cmd="giveself casinoCoin 2">
</event>

That'd make more mods possible, and keep things as xml. What you did with xml is very impressive, I'd like to see what you can do with something like this as well.

I don't believe you can add scripts currently. Though I wouldn't put it past the SD2DX guys to do something like that. They've made some crazy things in the past. They had a drivable car before we had minibikes.

What you're wanting with a virtual currancy should still be possible with the xml, just not in the specific fashion you're wanting. For example if you want zombies to always drop coins you can mod their loot to do just that. If you want to be able to cash the coins in for items, blocks or recipes you can do that in the xml too. There are actually a few ways to go about it, too. My mod is just one possible exaple.

One mod I've seen in the past added a shop system where the player cashed special coins into "vending machines" that generated the material they wanted. It's not as simple or elegant of a solution as having a /buy item command but it can be done.

That being said I'm in full support of us getting more xml support or modding support in general. Though having more control and options isn't what I interpreted when you said you wanted modding to be easier. So clearly I misunderstood you. My bad.



Originally posted by tomwithtime:
If more modding options became available, like my command extending idea, then you could....

-collect currency
-run a command to order a tier of supplies
-spawn an airdrop plane to come by and drop off a specific crate you needed

That'd move up the 'realism' behind this idea, but since I want it to be simple, that's probably beyond the scope of my plans.

So... yea. I think it would be cool if there was an events.xml file where we could run commands when different events happened. And maybe a way to create new commands. Being able to conditionally execute commands in game would give us the level of modding that you can achieve in minecraft with a command block.

Collecting currancy and using it to spawn supplies is still possible even without events :) Spawning airdrops... not so much. At least, not that I know of.

Originally posted by STG Insaneroy:
Sorry but this is a stupid idea. Now if you want to start your on server with modded files to use zcoins so-be-it.

As opposed to what exactly, imposing it on everyone else? Did the "Mod" part of the title fly over peoples heads or what? This topic has recieved a surprising amount of hostility.

Originally posted by brian9824:
Theoretically if the servers running z coin or similar could be modified so the command only worked in certain buildings then you could build a trader POI and then it would make sense. Or have a very difficult crafted item that enabled z coin functionality.

Actually something like this may be possible. The zcoin server manager also has a system in place that can jail players for pvp but yo ucan set up "PVP zones" where it is allowed. If it can do that then I imagine it could also set up zcoin zones.
krzosu18 Oct 15, 2015 @ 12:05pm 
the most sensible system would be some sort of points earned via killing /doing quests - then via created radio you call in for airdrop with desired item which would drop a crate with it near you. and ofc after you call for drop its price would be substracted from your pool. it would make the most sense - aka you work for us/community - we owe you something back in return (aka honor debt system) since in post apocalypse money would be useless.
tomwithtime Oct 15, 2015 @ 5:45pm 
Originally posted by Mytheos:
@tomwithtime

If you could find a walkie-talkie or something and then order stuff and have it air dropped, then I could more easily get behind the idea...

Or if there were special POIs that had radio towers or something along those lines...then you'd have to find a radio someplace and then have them fly it in, which might take 12-24 hrs or something...

And the drop would be an area drop, not a drop on your exact location...and if you're underground or inside a building surrounded by zombies, you are probably not going to get it.

Not sure how the game would consider you transfering payment to the pilot though...tip jar by the radio? *laugh*

Just played on several standard servers that use zcoins which seemed like it should put the server under modded...but it was still standard...which is why I asked about if they were a mod or vanila.

I like the tower / POI idea. It's less convenient but it could add to immersion and give you more areas to want to go back to more frequently.

Paying the pilot... well, how are you getting the coins in the first place? I'd say the people delivering the air drops are watching you and know when you get kills. Thus, you never get the money at all, they're just compensating you for your kills.



Originally posted by YamaKami:
Didn't read past the title... Not intrested in rewards based on kills. Too unrealistic for me. I see trader working by way of trade. As in; Meds for ammo, or ammo for food, or building materials for water, etc, etc. I hope a currency is not intorduced outside of gambling for rewards at Dukes place.

It's definitely not for everyone, and aren't traders planned at some point anyway? The concept is definitely only for people who have played those systems before. It's pretty far away from how 7days does things, because you could stand your ground and never explore beyond your spawn location lol. But the 'mod' lets you treat this game like killing floor... with base building!

@valmar I did mod their loot to always drop 1-5 coins :D or most of the time anyway. I made a few mistakes while editing because I didn't understand leveled loot. So sometimes they drop 8 coins... I imagine that's only going to scale up out of control as I level up.

I can do without scripting, but an events.xml file as I described would really extend our possibilities. I've seen unity games with lua scripting, but something with just xml would work if we could attach commands to common events.

Thanks for mentioning the 'vending machine'. That's even more like killing floor. I'll definitely look for that... if it was achieved with xml edits. Running a server would make some parts of this easier, but idk. I'm resistant to these things for no reason. How can I use xml alone to use coins to buy things? I can't wrap my head around that one, haha. The best I can imagine is tiered currency that has different grid spaces and becomes the item through crafting.



Originally posted by krzosu18:
the most sensible system would be some sort of points earned via killing /doing quests - then via created radio you call in for airdrop with desired item which would drop a crate with it near you. and ofc after you call for drop its price would be substracted from your pool. it would make the most sense - aka you work for us/community - we owe you something back in return (aka honor debt system) since in post apocalypse money would be useless.

If I figure out how to do it, I wouldn't mind putting together one of each of these. Or have all of them in the same mod and make the systems transition as you unlock super valuable items. When you first start off, you can only order things from POIs that have radios. Then at some point you can craft a radio block that can be used to order things. Then the final tier would be a portable device. And then the final final tier is the starship enterprise comment from earlier :steamhappy:
Last edited by tomwithtime; Oct 15, 2015 @ 5:46pm
LokitheWeaver Oct 15, 2015 @ 7:15pm 
When I first read this post (and did not have time to write a reply) I thougth of something like vending machines (did not know it was already a mod ; ) Somewhat like what I remember from Bioshock?

Seeing what Magoli's mods do with POI's, it seems possible to add various vending machines to appropriate POI's (a place holder for npc merchants, if you like Yami : )

Probably a lot of work, though. Valmar's mod has a "refinery" that you can craft and get oil / gas from oil drums and crude oil. Something like that might be easier to implement.

Require a large number of coins to craft a vending machine, which must be placed. Perhaps even variations - food / beverage vending, ammo vending? Then you would need to "charge" it with a certain number of coins / tokens and you would then get a somewhat random item (or items) out of it. For instance, a food / beverage vending machine would give you 2-3 canned goods, 1-2 beverages, moldy pizza or sham sandwich - much like the vending machines I see on our campus : )
< >
Showing 1-15 of 28 comments
Per page: 1530 50