7 Days to Die

7 Days to Die

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rhunteen Jun 19, 2022 @ 4:10pm
Caliber conversion mod
In the early 90's my buddy had an Arm-lite Rifle 15 and with it came a 22 longrifle conversion kit. So I'm trying to make a 30 cal carbine conversion mod for all the guns in game since within the limitations of reality such a thing is possible. However scripting limitations seem to be more daunting.

The goal of the mod is to convert existing guns in game to .30 carbine rounds with different damage, crafting requirements and magazine capacity.

However, name="Magazine_items" is not a parameter that is on the passive_effect list in the notes inside the config files. Does anyone else have any Ideas to make this work?
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plc.reboot Jun 19, 2022 @ 4:47pm 
I'm confused. The AR-15 is closest to the AK-47 in the game, and the AK-47 in the game uses NATO 7.62mm cartridges which ARE 30 calibre. So... what are you really trying to accomplish?
The Rabid Otter Jun 19, 2022 @ 6:17pm 
I thought the old NATO pre-5.56 was 7.65? I'd never considered that the Kalashnikov in-game was re-chambered, though. I just decided that once the Fun Pimps were calling an assault rifle a machine gun (in the skill description, at least), they were tossing reality out the window. It would be cool to have more kinds of firearms.
Captain Pike Jun 19, 2022 @ 8:24pm 
@The Rabid Otter
It won't let me reply directly since Steam is broken but 7.62X51 (A .30 cal) was the old Nato standard before 5.56X45 (A .223 cal roughly) The existing Ak is already a .30 cal assuming it is in 7.62X39.

@plc.reboot
The op seems to want all guns to shoot .30 carbine, a specific .30 caliber seen in some older rifles and handguns, with the values he wants it to have. He's probably hung on how to alter something with the magazine since it says magazine items but Idk as I've never touched the XML files.
The Rabid Otter Jun 19, 2022 @ 10:37pm 
@Pike: Cool! I was never good at converting mm to inches for firearms. In reality, would a rifle chambered to the NATO 7.62 x 51 safely chamber and fire the old Warsaw Pact 7.62 x 39 rounds? Or vice-versa?
Captain Pike Jun 19, 2022 @ 10:44pm 
Originally posted by The Rabid Otter:
@Pike: Cool! I was never good at converting mm to inches for firearms. In reality, would a rifle chambered to the NATO 7.62 x 51 safely chamber and fire the old Warsaw Pact 7.62 x 39 rounds? Or vice-versa?
Most definitely not, the case lengths are very different so it wouldn't cycle and the chamber pressures are very different. If you did manage to force that 7.62X51 into the 7.62X39's chamber, you'll likely have a catastrophic failure and be injured. The most comparable round to a 7.62X51 would be a .308 as some firearms can use both rounds due to their incredibly similar dimensions. It can be dangerous though as an underpowered load could run the risk of causing a squib so it's recommended to always use the right round for the gun.
Last edited by Captain Pike; Jun 19, 2022 @ 10:57pm
Captain Pike Jun 19, 2022 @ 10:47pm 
The 1st number is the diameter of the base of the bullet tip and the second number is the case length. 7.62 mm wide bullet tip at the base by a 51 mm long case. Caliber is only in reference for intended bore diameter. .22 cal is .22 inches across.
Last edited by Captain Pike; Jun 19, 2022 @ 10:52pm
rhunteen Jun 20, 2022 @ 8:37pm 
The AR15 is merely a real world example of the concept.

The some of the purpose is somewhat for the desire of immersion. In a post apocalyptic world weighing resource consumption performance and the need to simplify logistics having a unified late game ammo. As a side grade for .44 cal .30 cal which is 7.62 x 33 is the same cartridge length as .44 cal but would increase existing magazine size by at least 30% and conversion for the Rifles in game (7.62 x 39) would give even more gains in magazine capacity as well as improving recoil without drastic ballistic losses. The .30 carbine round is a straight cartridge with fewer engineering hurdles.

The final reason I was trying to create this type of mod is to promote server side gun expansions. Having the ability to have more firearm options without having to have highly customized skins that clients have to download. If anything I would like to see TFP use the concept to host additional skins for customizing your guns you craft in game. Overall so much more could be done to enhance some of the game including some reality based nerfs instead of having to add radioactive super zombies.
plc.reboot Jun 21, 2022 @ 1:37am 
Having one ammo type makes sense if you're making it. It makes less sense if you're scavenging it.
You are certainly correct that you would get more shots out of a pistol converted from .44 magnum to a .30 round, but that round is smaller than the 9mm that we already have.
I might argue that using a regular 9mm pistol plus an SMG-5 solves all of the problems that you are discussing.
However, if you really just want a mod that converts a weapon to use a different cartridge then I don't think that would be problematic, though I haven't looked at the files yet. I'll get back to you.
plc.reboot Jun 21, 2022 @ 1:44am 
Okay, I just took a look and as far as I can tell everything is in there that needs to be in there to make this happen. You can have a mod that changes the ammunition, the magazine size, and a huge number of ballistic properties. Looks doable, to me.
rhunteen Jun 21, 2022 @ 2:09pm 
The parameter name="Magazine_items" is the one I need to change what operation do I use to change it ?

I tried this as a test but it doesn't work

<configs>
<append xpath="/item_modifiers">
<item_modifier name="9mmConversion" installable_tags="firingMode,turretRanged" blocked_tags="noMods" type="attachment">
<property name="Extends" value="modGeneralMaster"/>
<property name="UnlockedBy" value="9mmConversionSchematic"/>
<property name="CustomIcon" value="ammo9mmBulletHP"/>
<effect_group tiered="false">
<passive_effect name="Magazine_items" operation="Equals" value="ammo9mmBulletBall,ammo9mmBulletHP,ammo9mmBulletAP"/>
</effect_group>
</item_modifier>
</append>
</configs>
plc.reboot Jun 22, 2022 @ 3:49pm 
As a first guess as to the problem, you have specified a Customicon that doesn't exist. You will get a recursive error for that.
Another fun problem is that the property "Magazine_items" is a property not a passive effect, and to make things even more awesome it is in a named group. Now, I have never made a mod that tried to do what you are trying to do, but I think you'll have to specify that the Magazine_items property that you want to modify in the item question is in the property group named "Action0".
rhunteen Jun 22, 2022 @ 8:42pm 
It is the icon for 9mm hipower in the game I even copy/pasted the file name so as not to screw up the case of characters as Linux OS's are case sensitive. it's the sixth on the list in the Data/ItemIcon folder. I listed this to give you a better understanding of HOW I was trying to accomplish Changes to items with in game mods with mods. If there were a passive property for magazine items it would be easy to expand firearm options you could have damage, range and other base modifiers for barrel length fire type. To be clear there are different types of damage as even if 2 different rounds that deliver the same number of joules in energy to the same type of target the wounds can be drastically different as you may have a high velocity yet light bullet creating micro fissures in soft tissue vs a large round traveling at a slower speed causing tearing and ripping. Each type of ammo type can have their own stats for noise, recoil, sneak damage, range etc. Overall with recognition from TFP it could open into custom skinned parts change from metal to wood or with having different governing perks based on multiple modded changes. Overall it would flesh out an otherwise glossed over area with a suitable level of optional complexity.
rhunteen Jun 24, 2022 @ 8:14pm 
So is there then a way I can write recipes for guns to apply the on action change to refit the guns at a workbench without changing the quality of the gun?
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Date Posted: Jun 19, 2022 @ 4:10pm
Posts: 13