Re: 7 Days To Die: Better Than Giant Bees - 1.12 for Alpha 1
Posted: Wed Dec 03, 2014 11:59 pm
[**** NEW RELEASE ****]
Version 1.13 of Better Than Giant Bees is ready for download!
Download Link
This release contains the following changes:
-Added a new "Intro To Carpentry" skill book which serves to break up the ability to build structures from scratch into two separate books since it's such a powerful skill to acquire. The carpentry book gives the ability to create wood planks and stuff like storage chests, while Home Maintenance provides the ability to create wood frames (which is valuable on its own due to me upping the number of wood plank drops you have access to in a change below). This is similar to how Metalworking and Pottery books work hand in hand.
-Changed (increased) the chance of finding skill books slightly once again, given there is another one to learn in total.
-Changed the way skill book loot works so that regular skill books can be found in book shelves, but rare books/blueprints can only be found in safes (which won't contain common ones either). This creates more of a skill progression since safes are extremely difficult to "crack" at the start of the game and get progressively easier as you get better tools (largely dependent on the accumulation of common skills). It will also make finding rare books more consistent and less random in the late game as I've given them a greater chance of being in safes than before.
-Changed the storage crate recipes (the ones for specific items with icons on the side) to be unlocked with home maintenance 2 to help spread out the progression a little more.
-Changed (reduced) the overall number of pain killers you find in loot, as they were rather overabundant.
-Changed the first aid kit recipe to use painkillers instead of blood bags, since the latter are effectively no longer in the mod (see change below).
-Changed the first aid kit recipe to be unlocked with the "Intro To Chemistry" skill book, since you can't make it without knowing how to make grain alcohol anyways. This helps to reduce recipe menu clutter at the start of the game.
-Changed small safes (desk and wall) so that they won't contain large weapons or weapon parts. I did this both for consistency, and to up the relative value of the loot you can find in gun safes (which can contain the larger weapons).
-Changed the probability of the different animals spawning so that rabbits are much more common than pigs which are more common than deer, basically following their value in terms of resources. This provides more of an "Oh! A deer!" response, rather than "Oh...a deer", and makes stuff like ammunition conservation a more interesting aspect of the game since whether to expend rounds on rabbits, or wait for higher value game is now more of a thing.
-Changed the glass pane loot in garbage to broken glass as the panes were potentially prone to exploits, and I suspect just represented a typo in the first place.
-Changed the Wood Log Spike recipe to be unlocked through the "Urban Guerrilla" book rather than being available at start, given it's a very powerful defensive tool. This also ups the value and satisfaction of finding that book given mines are largely useless :)
-Changed the Wood Log Spike recipe to be in the "Tool/Traps" recipe category instead of the Miscellaneous one, given it's a trap.
-Changed one of the broken windows (the ones found in prefab houses) to break like glass instead of wood, as it was behaving in an inconsistent manner relative to other windows and was making the most severely damaged windows harder to break than the less damaged ones.
-Changed several wood blocks (namely wood frames and boarded up barricades) to drop planks on destruction. This fits in with the change to the carpentry skill book so that you can scavenge planks from existing structures to build with and repair existing structures before you can create them yourself. This also ups the reward of breaking down blocks slightly as you're going around scavenging and such to make it a little more gratifying. Let me know if you run into any blocks that really feel like they should be dropping planks that I might have missed as there are a ton of them to go through.
-Removed the pistol and ammo drops from bloated walkers in my ongoing effort to reduce the overabundance of firearms in the game.
-Removed the flashlight drops from bloated walkers as well, as there are just too damn many flashlights in the game, despite how much I enjoy tormenting Icy with them :)
-Removed blood bags and blood draw kits from the loot you can find, as while slurping down random people's unrefrigerated blood for its health benefits was amusing, they were just rather unnecessary and exploity in practice with the whole "I'm going to draw my blood now so I can have a blood slurpy if I get hungry later" thing. I had been throwing them away when I found them due to being "too lame to use", so that's always a pretty good sign I should remove something ;)
-Removed the chance of animals spawning dead. Turns out this was accessible through the config files after all, and was just making things way too easy as you'd tend to find animal carcasses all over the place for free food and leather.
-Removed the respawn on animals so that over-hunting an area will leave it depleted, which promotes exploration, puts additional pressure on the player's food supply mid-game, makes acquiring leather and leather armor a bigger deal, and incentivizes moving towards self-sufficiency through farming.
-Removed the animal spawns entirely from wasteland (only rabbits were spawning in wastelands previously) and burnt forest biomes to give them a more daunting vibe and to make surviving within them slightly more difficult.
-Removed the recipes for converting stones, cinder blocks and destroyed stone to gravel to limit gravel's effectiveness as an early-game method of creating barricades. If you want gravel for making cement or what have you, you'll have to specifically harvest it from the environment.
-Removed the bowl recipe as it's not being used by anything in the mod.
Enjoy! :)
Version 1.13 of Better Than Giant Bees is ready for download!
Download Link
This release contains the following changes:
-Added a new "Intro To Carpentry" skill book which serves to break up the ability to build structures from scratch into two separate books since it's such a powerful skill to acquire. The carpentry book gives the ability to create wood planks and stuff like storage chests, while Home Maintenance provides the ability to create wood frames (which is valuable on its own due to me upping the number of wood plank drops you have access to in a change below). This is similar to how Metalworking and Pottery books work hand in hand.
-Changed (increased) the chance of finding skill books slightly once again, given there is another one to learn in total.
-Changed the way skill book loot works so that regular skill books can be found in book shelves, but rare books/blueprints can only be found in safes (which won't contain common ones either). This creates more of a skill progression since safes are extremely difficult to "crack" at the start of the game and get progressively easier as you get better tools (largely dependent on the accumulation of common skills). It will also make finding rare books more consistent and less random in the late game as I've given them a greater chance of being in safes than before.
-Changed the storage crate recipes (the ones for specific items with icons on the side) to be unlocked with home maintenance 2 to help spread out the progression a little more.
-Changed (reduced) the overall number of pain killers you find in loot, as they were rather overabundant.
-Changed the first aid kit recipe to use painkillers instead of blood bags, since the latter are effectively no longer in the mod (see change below).
-Changed the first aid kit recipe to be unlocked with the "Intro To Chemistry" skill book, since you can't make it without knowing how to make grain alcohol anyways. This helps to reduce recipe menu clutter at the start of the game.
-Changed small safes (desk and wall) so that they won't contain large weapons or weapon parts. I did this both for consistency, and to up the relative value of the loot you can find in gun safes (which can contain the larger weapons).
-Changed the probability of the different animals spawning so that rabbits are much more common than pigs which are more common than deer, basically following their value in terms of resources. This provides more of an "Oh! A deer!" response, rather than "Oh...a deer", and makes stuff like ammunition conservation a more interesting aspect of the game since whether to expend rounds on rabbits, or wait for higher value game is now more of a thing.
-Changed the glass pane loot in garbage to broken glass as the panes were potentially prone to exploits, and I suspect just represented a typo in the first place.
-Changed the Wood Log Spike recipe to be unlocked through the "Urban Guerrilla" book rather than being available at start, given it's a very powerful defensive tool. This also ups the value and satisfaction of finding that book given mines are largely useless :)
-Changed the Wood Log Spike recipe to be in the "Tool/Traps" recipe category instead of the Miscellaneous one, given it's a trap.
-Changed one of the broken windows (the ones found in prefab houses) to break like glass instead of wood, as it was behaving in an inconsistent manner relative to other windows and was making the most severely damaged windows harder to break than the less damaged ones.
-Changed several wood blocks (namely wood frames and boarded up barricades) to drop planks on destruction. This fits in with the change to the carpentry skill book so that you can scavenge planks from existing structures to build with and repair existing structures before you can create them yourself. This also ups the reward of breaking down blocks slightly as you're going around scavenging and such to make it a little more gratifying. Let me know if you run into any blocks that really feel like they should be dropping planks that I might have missed as there are a ton of them to go through.
-Removed the pistol and ammo drops from bloated walkers in my ongoing effort to reduce the overabundance of firearms in the game.
-Removed the flashlight drops from bloated walkers as well, as there are just too damn many flashlights in the game, despite how much I enjoy tormenting Icy with them :)
-Removed blood bags and blood draw kits from the loot you can find, as while slurping down random people's unrefrigerated blood for its health benefits was amusing, they were just rather unnecessary and exploity in practice with the whole "I'm going to draw my blood now so I can have a blood slurpy if I get hungry later" thing. I had been throwing them away when I found them due to being "too lame to use", so that's always a pretty good sign I should remove something ;)
-Removed the chance of animals spawning dead. Turns out this was accessible through the config files after all, and was just making things way too easy as you'd tend to find animal carcasses all over the place for free food and leather.
-Removed the respawn on animals so that over-hunting an area will leave it depleted, which promotes exploration, puts additional pressure on the player's food supply mid-game, makes acquiring leather and leather armor a bigger deal, and incentivizes moving towards self-sufficiency through farming.
-Removed the animal spawns entirely from wasteland (only rabbits were spawning in wastelands previously) and burnt forest biomes to give them a more daunting vibe and to make surviving within them slightly more difficult.
-Removed the recipes for converting stones, cinder blocks and destroyed stone to gravel to limit gravel's effectiveness as an early-game method of creating barricades. If you want gravel for making cement or what have you, you'll have to specifically harvest it from the environment.
-Removed the bowl recipe as it's not being used by anything in the mod.
Enjoy! :)