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[WIP] True Survival SDX


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A15.2 TRUE SURVIVAL SDX

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*Because of the limit on post size I will be posting the mod description in sections

 

Modded for more challenging survival combined with a steady slow progression in building & crafting.

 

Profession---Upon starting, players choose which job they had prior to the apocalypse using the "start here" profession kit found on their tool belt (hot bar). This choice will determine the starting skills, stats and exclusive items the player can craft and start with. Players are able to learn all Professions over time by collecting 20 Profession Pages and crafting another Professions Kit of their choice. The following are the Profession choices:

 

Doctor

  • Starting Skills--- Bandages / Healing Bandages / 1st Aid Kit / Pain Killers / Infected Shot / Painkiller Shot / Stimulant Shot / Sedative Shot / aloe Cream / Large1stAidKit / Antibiotics / Super Pill
  • Bonus Stats--- None
  • Exclusive Crafting---Pain Pills / Super Pill / Infected Shot / Painkiller Shot / Stimulant Shot / Sedative Shot / Doctors Book
  • Special Starting Gear ---6x Painkillers
  • Details -
    • Super Pills cures The Zombie Virus, Dysentery, Poisoning and Wound Infection
    • Doctors Shots can be shot using the Wooden Bow, Crossbow or Hunting Rifle and the beneficial Shots can be self-injected. Painkiller shots can heal Followers
    • Doctors Book teaches Antibiotics

Carpenter

  • Starting Skills--- Planks / Claw Hammer / All Wood Frames
  • Bonus Stats--- x2 Harvest Count / -10% Crafting Time
  • Exclusive Crafting---None
  • Special Starting Gear --- Old Hammer

Cop

  • Starting Skills---Beretta / Weapon Repair Kit / Night Stick / Gun Oil
  • Bonus Stats--- +5% Entity Damage / +10% Reload Speed / +25% Dismemberment Chance
  • Exclusive Crafting-Night Stick / Gun Oil
  • Special Starting Gear ---Old Revolver
  • Details
    • Night Stick is a melee weapon that has 100% chance to beak targets leg including Zombies when hit in the leg
    • Gun Oil is used to craft Weapon Repair Kits

Chemist

  • Starting Skills---Gun Powder / Bio Fuel / Red Bull /Purification Pills / oil / Stimulant / Mixed Chemicals / Oil Shale
  • Bonus Stats---None
  • Exclusive Crafting--- Stimulant / Mixed Chemicals / Red Bull / Oil Shale
  • Special Starting Gear ---6x Stimulant
  • Details
    • Purification Tablets allow you to craft Bottled Water from River Water in you backpack
    • Stimulant gives a Stamina buff and can become addictive
    • Mixed Chemicals is used in crafting
    • Red Bull gives a longer lasting stamina Buff
    • Can craft Oil Barrels into Oil Shale to make oil

Soldier

  • Starting Skills--- Pipe Bomb / Weapon Repair / Blunderbuss / Blunderbuss Ammo / Grubs / Cooking Pot Mine / AK47
  • Bonus Stats--- +10% Entity Damage / +10% Reload Speed / +30% Dismemberment Chance
  • Exclusive Crafting--- Grubs
  • Special Starting Gear --- Old Rifle
  • Details
    • Grubs can be crafted from Dirt and eaten

Farmer

  • Starting Skills---Stone Hoe / Seed Nursery / Herbal Antibiotics / Fertilizer / All Seed Recipes
  • Bonus Stats---None
  • Exclusive Crafting- Wheat Seed / Carrot Seed / Aloe Seed / Chrysanthemum Seed / Apple Seed / Yucca Seed / Yucca Cactus Seed / Coffee Seeds / Stone Hoe / Hop Seed / Mushroom Seed / Strawberry Seed / Sunflower Seeds
  • Special Starting Gear ---Old Rifle

Fisherman

  • Starting Skills--- Simple Pole/ Fishing Pole/ All Fishing Lures / Bamboo Raft / Floating Barge
  • Bonus Stats---None
  • Exclusive Crafting--- None
  • Special Starting Gear --- Old Knife, Hook, Fishingline
  • Details
    • Bamboo Raft & Floating Barge float on water but can not be built on. Improves fishing

Chef

  • Starting Skills--- Sharpening Stone/ All Food Recipes
  • Bonus Stats--- None
  • Exclusive Crafting--- None
  • Special Starting Gear --- Frying Pan
  • Details
    • Sharpening Stones are used to re sharpen blades
    • Frying Pan can be used as a melee weapon

Fitness Instructor

  • Starting Skills--- Red Bull / Wellness Juice / Goldenrod Tea / Red Tea
  • Bonus Stats--- +10% Max Stamina / -10% Stamina Degradation / +10% Movement Speed / 2x Breath Hold Duration
  • Exclusive Crafting--- None
  • Special Starting Gear --- Sports Bats

Fireman

  • Starting Skills--- Aloe Cream / Fire Axe Iron / Fire Axe Steel
  • Bonus Stats--- +10% Max Stamina / +20% Block Damage
  • Exclusive Crafting--- None
  • Special Starting Gear --- Old Axe

Construction Worker

  • Starting Skills--- Wrench / All Scrap Iron Frames
  • Bonus Stats--- +10% Block Damage
  • Exclusive Crafting--- None
  • Special Starting Gear --- Old Wrench

Electrician

  • Starting Skills--- Screwdriver/ Shock Stick / All Powered Lights / Diesel Gen / Electric Parts / Electronic Parts
  • Bonus Stats--- x2 Harvest Count / -10% Crafting Time / -10% Repair Quality Loss
  • Exclusive Crafting--- Electric Parts / Electronic Parts / Shock Stick
  • Special Starting Gear --- Old Wrench
  • Details-
    • Shock Stick is a melee weapon that has a chance to shock the target including Zombies

Metal Worker

  • Starting Skills--- Forge/ All Rebar Frames
  • Bonus Stats--- +10% Block Damage
  • Exclusive Crafting--- None
  • Special Starting Gear --- Old Wrench

Burglar

  • Starting Skills--- Iron Shiv/ Lock Pick
  • Bonus Stats--- 1 Block Treasure Radius / -25% Loot Time / +20% Crouch Speed / -25% Noise
  • Exclusive Crafting--- Lock Pick, Iron Shiv
  • Special Starting Gear --- Lock Pick
  • Details
    • Lock Picks can unlock safes and vehicles

Park Ranger

  • Starting Skills--- Bear Trap / Stone Spear and Javelin / Spike Traps / Herbal Antibiotics / Purification Tablets
  • Bonus Stats--- +10% Block Damage
  • Exclusive Crafting--- None
  • Special Starting Gear --- Old Rifle

Mechanic

  • Starting Skills--- Auger / Chainsaw / Wrench / Mechanical Parts
  • Bonus Stats--- x2 Harvest Count / -10% Crafting Time
  • Exclusive Crafting--- Mechanical Parts
  • Special Starting Gear --- Old Wrench

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UI Improvements

  • Added custom icons and descriptions to all Modded Items and Blocks.
  • Mod uses SMX HUD that shows Level, Date, Time, World Temp, Body Temp, Hunger Bar and Thirst Bar.
  • Increased max ingredient count to 7.
  • Added 5th slot to Crafting Que.

Biomes, Terrain and RWG

  • Using Haidrgna's GNA Mod’s Terrain and Biome Layout code
    • 5 New Biomes-Plains Wasteland, Snowy Forest, Central Wasteland, Snowy Wasteland, Shoreline
    • Map Layout Central Wasteland with large central city. Two Outer rings, first is Snow then Snowy Wastelands. Biomes lay out by height with Plains low then Forest then Redwood Forest then Snow on mountain tops

    [*]Many new decorative plants and trees by Pacco

    [*]Added 2 new sub biomes to Burnt Forrest and the Westland. The new biome is radiated fall out.

    [*]Added wild growing carrots, wheat, potatoes, sunflowers, bamboo, mushrooms and apple trees to various biomes.

    [*]Added 29 new vehicles from Pacco and Sergant1000. They include Cars, Trucks, Tractors, Buses and Tanks that spawn on the roads and in decorations

    • Some vehicles are locked and must be broken into or Lockpick used to open them
    • Added Mortelentus Car Alarms – Chance when opening a Vehicle for a car alarm to go off and increase the heat map at that spot.

    [*]Cave Moss and Drift Wood is now collectable.

    [*]Turned off all lighting in POI's

    [*]All Signs in the world can be broken and picked up and placed elsewhere.

    [*]Number of wilderness POI's have been increased

    [*]Magolis community created POI expansion pack installed which includes tons of new prefabs (This pack is edited to remove large out of place POI’s and POI’s that are too secure or have too much loot.)

New Upgrade and Down Grading System

  • Now you keep what you put into upgrading. When you break down player upgraded block it will downgrade to what it was upgraded from. You can still skip stages by using Cobblestone Frames, Wood Frames, Scrap Iron Frames, Rebar Frames or Forged Frames (for Steel) but the block will stop at the frame stage when breaking down. Added Forged Frames for short cut to build Steel Walls. There are now two paths Dirt/Stone and Wood/Metal.
  • Dirt/Stone Path
    • Cobblestone->Concrete-> Steel

    [*]Wood/Metal Path

    • Log Cabin->Wood Stages->Scrap Iron Stages->Steel

Ore Distribution

  • After about 6 layers of stone, below the normal terrain of the biome, HardStone will replace normal Stone. HardStone can only be destroyed with Steel Tools and Nitroglycerin Explosives
  • Ore By Biome
    • Snow = Coal, Lead, Gravel
    • Forest = Coal, Iron, Gravel
    • Pine Forest = Iron, Lead, Gravel
    • Plains = Coal, Potassium Nitrate, Gravel
    • Desert = Oil, Coal
    • Plains Wasteland = Iron, Potassium Nitrate, Gravel
    • Snow Pine Forest = Iron, Coal, Gravel
    • Burnt Forest = Iron, Lead, Gravel
    • Snow Wasteland = Iron, Coal, Gravel
    • Central Wasteland = Iron, Coal, Gravel

Weapons:

Melee System

  • Melee weapons reworked as a feasible fighting option...
  • Melee and most tools now have a Power Swing (Right Mouse Button) which costs more stamina with a longer cool down. They have higher head damage, bonus damage, and a better chance to apply debuffs like critical hits and bleeding.
  • Melee upgrade system added...Add metal to your Wooden Club to create a Reinforced Iron Club, and then add nails to create a Spiked Club. Upgrade once more with steel for the best zombie beater you've ever seen.
  • 3 new Bats in loot
  • Looted Bats can have nails added too.
  • Knight Stick has 100% chance to break legs when hitting the enemy's legs.
  • Shock Stick has 90% chances to shock stun, lower stamina, apply a small bleed and lower wellness slightly.
  • Added 4 new useable Spears that have a long melee reach. Wooden, Iron, Hunting Knife and Electric Spear
  • Added 2 throwable Javelins. Wooden and Iron. Javelins can be used as ammo and "thrown" with the corresponding spear in hand.
  • Bladed Weapons are no longer repaired but re sharpened with Sharpening Stones that can be looted or made in the forge. Bladed Weapons have increased dismemberment chance but dull quicker.
  • 7 New Knifes
  • 4 New Swords- 2- 1Handed Swords , Michonne's Katana (Razzoriel), 1-2 Handed Sword

Ranged Weapons

  • Looted weapon parts are of low quality so you must upgrade them by using the Combine Window on the Bullet Press.
  • Starter weapons and Tools named "Old" can not be repaired and have 50 uses
  • Silencers and Scope Attachment modifications available for some guns
  • Crossbows now made with upgradable parts
  • Auto Crossbow
  • Double Barreled Blunderbuss
  • New Player Crafted Guns- Crafted Scatter Gun, Crafted Revolver, Crafted Rifle
  • New Ranged Weapons - Compound Bow, New Crossbow, Revolver, SIGSauerP229, HKUSP Compact, Delta Elite 1911, Desert Eagle VII, Double Barrel Shotgun, USAS12, jng90, amr2, Uzi, cbj, Ump, MTAR, scarH, m4a1, g36c, ak12, HK416, ACW, Lsat, MG42, mg4, Grenade Launcher, Multi Rocket Launcher
  • New ammo -
    • 9mm Incendiary, 10mm Incendiary, 556mm,308mm,50Cal, Shotgun Incendiary
    • Carbon Arrows and Crossbolts
    • Anti Personal Rockets and Demolition Rockets
    • Doctors Shots usable with Bows/X-bows/Hunting Rifle while beneficial Shots can be self-injected

Skill Books:

  • Entire Skill Book system redone. Variety of skills locked behind Skill Books within a tiered loot system. 1st tier is mainly found on bookshelves and other household loot containers.2nd tier is found in small and large Safes. 3rd tier is found in hard to open Steel Ammunition Crates and on Ferals.
  • Some skill books can be learned by/taught to players via creation of the Blank Skill Book plus the appropriate resources & item’s required on a Research Desk. An Ink Pen and Book are needed to craft Blank Skill Books.
  • Players can learn additional professions by collecting 20 profession pages and crafting another Profession Kit. Profession pages have a chance to drop in Tier 3 Ammo Boxes.

Farming:

  • Mortelentuses and PaccoFarming Mod Installed-
    • You will need to protect your crops again because zombies and animals will trample them but players will not.
    • Plants now also need water near them to grow. They will also grow in rain.
    • For more information look here-https://7daystodie.com/forums/showthread.php?40776-Advanced-Farming-SDX&highlight=mort+farming

    [*]Farming must be learned from the appropriate Perk.

    [*]All farmable plants require tilled (fertile) dirt.

    [*]All seeds are now made in a Seed Nursery.

    [*]Only the Farmer can cultivate seeds from more advanced plants such as (Wheat, Carrot, Aloe, Chrysanthemum, Apple, Yucca, Yucca Cactus, Coffee, Hops, Mushrooms, Strawberry, Sunflower).

    [*]Plant growing cycles adjusted longer.

    [*]Full list of cultivatable plants- Apples, hops, aloe, mushrooms, Carrots, Wheat, Coffee, Strawberry, Sunflowers, corn, potatoes, blueberry, cotton, goldenrod, yucca, chrysanthemum and Tomato

    [*]Some wild plants only drop seeds and can not have seeds crafted like Bamboo, Redwood Trees, Tobacco and Marijuana

Fishing

Mortelentuses Fishing Mod Installed-

  • Craft Fishing Poles and dig for worms because its time to go fishing. Bait your hook and cast your line then wait for the fish to bite. Once caught fish must be placed on the ground and cleaned with a knife to harvest its meat(this might attract Zombies).
  • Also learn to craft rafts and barges to float in deep water to catch better fish.
  • For more info look here- https://7daystodie.com/forums/showthread.php?40425-Fishing-Mod-SDX&highlight=fishing

Zombies and Predators:

  • Hal’s Shadow Run Mod Installed-
    • Zombies now run in the dark even during the day. Works off same principle as a plant growing. If a plant would not grow there then a zombie will run there.
    • Torches and other forms of light do not affect them.

    [*]Added over 80 Zombie variations, now you don’t know a zombies movements just by the look.

    [*]Zombies reworked to have much higher health and increased dismemberment chance but die quickly from head shots.

    [*]Fat Zombies explode when near death causing less player damage vs cop explosions, but greater block damage within a larger area and can puke on the player when close.

    [*]Fat Zombies puke leaves a smell on you for a short time that attracts other Zombies it can be removed by dumping a drink on your head.

    [*]Fat Zombies and Ferals are now able to climb at night.

    [*]Cop Zombies "Acid Puke" now leaves burning acid on you and can be removed with water.

    [*]Feral Zombies spawn in cities and move almost as fast as a player.

    [*]Burning Zombies move fast and fall apart more easily, after death leaving a Fire Trap.

    [*]Added Brute UMA Zombie that has speed burst and high block damage

    [*]Added UMA Baby Zombie

    [*] Increased max alive zombies on horde nights

    [*]Infected animals and Infected animal hordes have been added in.

    [*]Added 4 new Wild Animals by Pacco. Crocodiles, Bobcats, Spiders and Radiated Spiders. I won’t spoil where you find them.

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  • Added Mortelentuses Wild Animal Traps-
    • Now you will have to watch where you step because snakes, spiders and scorpions crawl on the ground and will bite you and poison when stepped on.
    • These animals can be collected with Animal Bags and used as traps.
    • All these are considered Venomous Animals along with the Giant Hornet and when killed will drop venom sacks which are used to make Anti-venom.

7 Day Roaming Horde Rotation

  • Day3 -Infected Rabbit horde
  • Day4 -Hornet Swam
  • Day 5 Zombie Chicken and Bear Horde
  • Day 6 - Dog Pack
  • Day7- Climbing Horde

 

Recipes:

  • Over 400 added recipes from new foods, weapons, clothes. Existing recipes adjusted in materials and/or quantity of materials needed.
  • Removed Jar Mold.
  • All foods that use jars now return them.
  • 1stAidKit/Large1stAidKit returns dead batteries.
  • Flashlight attachable to all helmets.
  • Players can now "can" fresh meat to remove smell but lose wellness gain.
  • Increased max ingredient count to 7.

New Systems:

  • Added Mortelentuses and Pacco’s Power Mod- Find or craft Generators and lay powerlines to power lights, work stations and traps. More info here-https://7daystodie.com/forums/showthread.php?40750-Power-Mod-SDX-by-Mortelents-and-Pacco
  • All clothes found in loot are low quality but can be used to learn how to craft all the variations
  • Leather must be cured by cooking it in a pot with Brain Matter and Coal Lumps. Cured Leather can then be dried on a Drying Rack.
  • Separate Repair Kits for Weapons (Weapon Repair Kit) and Machines (Scavenged Parts)
  • Small Engines for Bikes are made of quality parts(Air Filter / Radiator / Exhaust / Engine Block)and can be switched out like gun parts to improve the engine.
  • Car Batteries and Power Tools Batteries cannot be repaired and must be recharged using electricity and a Battery Pack
  • Burn Barrel is a starting item that everyone can craft that is light able and gives off warmth
  • Tires can be melted in a campfire to produce Melted Rubber for crafting.
  • When Torches are placed they require fuel to burn and give off heat
  • Candles will melt after about 30 mins being placed
  • Doubled smelting speeds in Forge
  • Added back in Planks and Sticks
  • Added different animal meats
  • Only place to craft Bullets is at a Bullet Press
  • Steel Munition Crates (T3 Containers) re lock after being looted
  • Added advanced resources for harvesting from many world Blocks (i.e.: Stoves, Desk, Fridge, Beds, Chairs and many more)
  • Dry Meat, Sunflower Seeds, Tobacco, Cannabis and Leather on the Drying Rack
  • All Drinks have alternate use that dumps the drink on the players head, cooling them for a short time and removing fire, acid puke and smelly puke

Tools:

  • Removed ability for stone axe to repair and upgrade.
  • Specialized stone tools do little damage against Iron / Lead / Steel
  • Specialized Iron tools do little damage against Steel.
  • Adjusted Auger so it now works very well on soil types (dirt, clay, gravel) and stone types but not very good on metal and worthless on steel.
  • New Stone Drill uses a diamond blade to cut through Metals, Steel and HardStone.
  • Specialized Steel tools do more damage but work best on their intended material such as: (Axe->Wood), (Pick Axe->Stone/Iron/Lead/Metal), and (Shovel->Dirt/Clay/Gravel).
  • Steel Tools will break HardStone
  • Added Screwdriver

Traps

  • Added Pit fall traps that look like regular blocks but collapse when walked over to drop intruders into pits.
  • Radiated soil has increased durability and causes radiation sickness and can be collected and used for traps and crafting.
  • Added Shock Trap that uses electricity.
  • Added Rigged Chest that looks like normal chest but explodes when hit.
  • Changed Mines to no longer instant kill Players. Candy Tin does 40 hp. Hubcap does 60 hp. Air filter does 90 hp. Pressure Plate does 65 hp.
  • Added 3 Decoy mines. Place Candy Tin, Hubcap or Air filter on the ground as a Decoy Mine that does nothing
  • Mines no longer able to be picked up but can be shot to disarm.
  • Craft Bear Traps
  • Wooden Spikes do little damage but Zombies get stuck in them
  • Barbed Fence can now be picked up and does more damage. Zombies now get stuck in Barbed Fence
  • Wooden Tips now do more damage to Zombies and degrade faster
  • Electric Powered Fire Trap
  • Spring Nail Trap
  • Gas Fire Trap

Workstations

  • Now you can type “work” in your crafting search and it will show all Crafting Workstations
  • Blast Furness -for smelting Steel
  • Drying Rack- for drying items
  • Powered Recharged- recharges Batteries *Tool* Air Compressor - Refills Scuba Tanks
  • Still -for making Grain Alcohol and Beer
  • Wood Working Bench for crafting *Tools* Circular Saw, Claw Hammer, Wrench
  • Metal Work Bench for crafting *Tools* Wrench, Power Drill, Wielder
  • Oil Refinery- for making Oil and Gas
  • Bullet Press- for crafting Bullets (Combine Window)
  • Seed Nursery- for crafting seeds
  • Stone Mill - for crafting Bone Meal, Corn Meal and Flour
  • Mortar and Pestal - Grinding Medications, and is used as a tool in the Chem Station
  • Placed Torches need fuel for light and heat
  • Burn Barrel needs fuel for light and heat and craft Coal in them
  • Campfire *Tools*-Stick, Cooking Pot, Frying Pan, Cooking Grill- No Baking on the Campfire
  • Stove *Tools*- Stick, Cooking Pot, Frying Pan, Cooking Grill - Can be used for Baking
  • Research Desk for crafting Skill books
  • Chicken Coop - Raise an egg to a baby chicken then the baby to a full grown Hen. When you have a Hen in the Coop you can craft eggs or feathers once a day. You can also slaughter the Hen and get raw chicken.
  • Armor Table – for crafting clothes and armor. Tools
    • Sewing Needle for Cloth and Awnings
    • Leather Needle for Animal Hide Clothing and Leather Armor
    • Claw Hammer for Scrap Iron
    • Anvil for Iron Armor
    • Wielder for Steel Armor

Buffs:

  • All Buffs switched to real time so length of game day will not mess up buffs
  • Radiation sickness from walking on Radiated Soil.
  • Added new Limp debuff. When a player reaches 10% health they will limp. Heal up above 10% health to heal the Limp
  • Added new Fast Travel buff when you are traveling on a paved road. When on a paved road you will travel 40% faster. This Does Not apply to animals and zombies.
  • Poison Debuff with four 24 hour stages added with the final stage causing death.
  • Vitamins give wellness buff over time but do not cure dysentery.
  • Antibiotics do not give wellness and cure wound infections.
  • Shock buff slows, reduces stamina / health, and lowers Wellness.
  • Large 1st Aid Kit heals and splints leg.
  • Smoking reduces hunger but has a slight stamina drain and lowers wellness slightly.
  • Sedative quickly lowers Stamina.
  • Red Bull Stamina boosts last twice as long as coffee.
  • Sleeping bags raise your core temp by 20 and can be picked up
  • Mattress beds give 1 health every 5 seconds and raise your core temp by 25. Cannot be picked up.
  • Big Beds give 2 health every 5 seconds and raise your core temp by 30. Cannot be picked up.
  • Most drink can be dumped on your head the the left mouse button. When used it will lower your core temp by -15 for 3 min. Returns jar. Put out fires and remove Acid and Smelly Spit.
  • If a player takes more than 3 Antibiotics in a 12 day period they will become immune to the beneficial effects of Antibiotics for 7 days.
  • Smoke a Joint and get High for 5 min lowering stamina by 1 every second and speed by ½ also lose 1 food and hydration every 15 seconds. While High you will lose stuffed buff increments 1 every 25 seconds.
  • Rub Animal Guts on NPC’s or players to use them as Zombie Bait

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Addiction

Stimulant Can be looted or made by a Scientist with 1xBottle Water + 1xCrushed Goldenrod + 1xMixed Chemicals = 3 Stimulants. Stimulant Buff last 3 minutes increases Wellness by 1 and stamina by 4 every second. Multiple stimulants can be taken to stack buff time. Potential risks listed below (Withdrawal).

 

There are 3 different addiction stages for stimulants:

  • Addiction Stage 1 requires more than 3 Stimulants in a 24 hour period.
  • Addiction Stage 1 (+1 Stamina every second /+ 10% movement speed / -0.1 Wellness every 8 hours)
  • Addiction Stage 2 requires more than 6 Stimulants in a 48 hour period.
  • Addiction Stage 2 (+2 Stamina every second / + 15% movement speed / -0.1 Wellness every 8 hours)
  • Addiction Stage 3 requires more than 9 Stimulants in a 72 hour period.
  • Addiction Stage 3 (+4 Stamina every second / + 25% movement speed / -0.2 Wellness every 8 hours)

 

Withdrawal

There are 3 different stages of withdrawal. If you do not keep taking Stimulants you will lose your Addiction Buff and get a Withdrawal Buff. Taking another Stimulant will cure the Withdrawal buff instantly.

  • Withdrawal Stage 1 (+1 Stamina every second / - 5% movement speed / -0. Wellness every 2 in-game hours)
  • Withdrawal Stage 2 (+2 Stamina every second / -10% movement speed / -0.4 Wellness every 2 in-game hours)
  • Withdrawal Stage 3 (+2 Stamina every second / -15% movement speed / -0.5 Wellness every 2 in-game hours)

Zombies now have a chance to transmit a Virus instead of an infection. Use Antiviral Meds to cure Zombie Virus.

Stun is changed to a Zombie Grab (same buff just renamed for immersion)

 

 

Wound Buff System

 

Anything that can attack you has a chance to hurt you. Get hurt too much and you will be wounded. To heal the wound you will have to treat it and maintain it until it heals. This wound system has 5 stages.

 

  • The first is Bruised and needs no tending to or maintaining it will heal on its own as long as you are not hurt more.

  • The Second is a Small Wound. When you receive enough damage to get a Small Wound you will also get a Pain Buff that can be cured with a Pain Killer. To Heal the Small Wound you need to use a Bandage on it. After some time the bandage will get dirty and need reapplied. Do all of this successfully and your small wound will heal into Bruised. Fail to keep the wound clean or receive to much more damage from attackers and it will progress to a Wound.

  • The Third is a Wound. When you receive enough damage to get a Wound you will also get a Sprained Leg Buff that can be cured with a Splint. To Heal the Wound you need to use a First Aid Bandage on it. After some time the First Aid Bandage will get dirty and need reapplied. Do all of this successfully and your Wound will heal into Small Wound. Fail to keep the wound clean or receive to much more damage from attackers and it will progress to a Sever Wound.

  • The Forth is a Severe Wound. When you receive enough damage to get a Sever Wound you will also get a Gash Buff that can be cured with a Suter Kit. To Heal the Sever Wound you need to use a Sanitized Bandage on it. After some time the Sanitized Bandage will get dirty and need reapplied. Do all of this successfully and your Sever Wound will heal into a Wound. Fail to keep the wound clean or receive to much more damage from attackers and it will progress to an Infected Wound.

  • The Last stage is an Infected Wound. When you receive enough damage to get an Infected Wound you will also get an Infection (not the Z Virus) To Heal the Infected Wound you need to use a Sanitized Bandage on it. After some time the Sanitized Bandage will get dirty and need reapplied. Do all of this successfully and your Infected Wound will heal into a Sever Wound. Fail to keep the wound clean and you will die.

Zombie Bites

 

Getting bitten and not caring for it is the only way to get the Z Virus. Infected can only Bite you if they Grab (stun) you. Once you receive a Bite you will also get a Bleed that can be healed as normal. To remove the Bite you must cook a Metal/Steel Pipe in the Campfire/Burn Barrel and Cauterize the Bite with it. You have 24 game hours to do this before you catch the Z Virus. After you Cauterize the Bite you will have a Bite Wound that you will need to treat with a Bandage. After some time the bandage will get dirty and need reapplying. Do all this successfully and you will receive a Wound, fail to do any of these steps and you will be infected with the Z Virus.

 

Wellness System

  • Vitamins give a wellness buff over time but do not cure dysentery.
  • Apple/Carrot/Yucca/Tea Juices increase wellness by 0.2.
  • Wellness Juice increases wellness by 1.
  • Antibiotics do not give wellness.
  • Beer reduces Wellness by -0.5.
  • Pain Pills reduce wellness by -0.1.
  • All canned foods reduce Wellness by -0.1
  • Grain Alcohol reduces wellness by -1.

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New Skill Tree-

Skill and Perk system redone.

Removed Skills-

  • Weapon Smithing
  • Tool Smithing
  • Science

New Skills

  • Primitive Crafting-
    • Basic crafting. Includes Log Cabin, Wood Frames, Red Wood and Cobblestone Building

    [*]Journeyman Crafting-

    • Intermediate Crafting. Includes Scrap Frames, Rebar Frames, Bricks and Flagstone Building.Iron unlocks at player level 25.

    [*]Master Craftsman-

    • End Game Crafting. Includes Steel Frames and all high end crafting. Steel unlocks at player level 75.

    [*]Engineering-

    • Gain skills in engineering by upgrading world blocks or crafting complex items and chemicals. Learn to craft more complex items as you level like Generators, Bridges and more

    [*]Hunting-

    • Use special knives to harvest animals and gain xp toward your Hunting Skill. Using these special knives will allow you to harvest more items and better animal parts from animals like- Sinew, Hoofs, Pork Belly, Venison Tenderloin and more. Raise your Hunting skill to learn better Fishing Lures, Traps to capture and re use poisonous animals and learn how to raise chickens in a coop for feather, eggs and meat.

Quest

  • Added uniqu quest chain for each professions that will take a while to finish and give Skill Points
  • Added over of 80 Quest so far

Perks

  • Nearly all needed recipes are bought with Skill Points that are gained by leveling skills
  • Many added Perks

 

 

Steam Group and Mod Forums –http://steamcommunity.com/groups/HardcoreSurvivalServer

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Mod is a work in progress and is not a finished product. Please report bugs with as much detail as possible and suggest any changes you might think will fix it. Feel free to share your opinion respectfully. Still working on all the literature, if you have any questions just ask.

 

 

For the easiest installation please use Sphereii's 7 Days to Die Mod Launcher to load the Full Mod and play SP, MP, Coop, Lan or on Servers (All players must have installed the full mod to play. EAC Off) -

https://7daystodie.com/forums/showthread.php?48537-The-7D2D-Mod-Launcher-A-Mod-Launcher-for-7-Days-to-Die

Short Mod Launcher Guide:

  • 1) Click on Advanced
  • 2) Click on Spider
  • 3) For the Destination Folder, you can click on the folder to pick where the mod will be installed at. By default, it's C:\7D2D\
  • 4) Click on True Survival SDX
  • 5) Click on Copy to make a copy of your Steam folder
  • 6) Click on Play mod
  • NOTE: The first time you press Play, it will take awhile to download. True Survival SDX is about 500 megs, so depending on how fast your internet connection is, it could take 5 minutes up to an hour. Every other time after that will be much faster.
  • Installation Instruction Video -

File Download-(All players must have installed the full mod to play. EAC Off)

https://github.com/SpiderJZMOD/True-Survival-SDX.git

Install Instructions-Simply Copy and overwrite game files using the file structure provided.

 

Server Mod Files- (Only for servers not for players, EAC Off)

https://github.com/SpiderJZMOD/TrueSurvivalSDXServer.git

Install Instructions-Simply Copy and overwrite game files using the file structure provided.

 

The Official True Survival SDX Server

ip- 172.96.166.66 port- 23104

pw = spider

 

KNOWN BUG- On exit from a server the game will crash and spam an error. This is from the use of SMXs Detailed Buff UI. It does no harm and is known please do not report it. When quitting the game exit to windows and force the game closed with your task manager.Thank you

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Red settings are REQUIRED all others are Suggested Game settings-

 <property name="GameWorld" 				value="[color="#B22222"]Random Gen[/color]"/>			<!-- Navezgane, Random Gen -->
 <property name="GameDifficulty" 			value="[color="#B22222"]3[/color]"/>  				<!-- 0 - 5, 0=easiest, 5=hardest -->
 <property name="ZombiesRun"				value="[color="#B22222"]0[/color]" />				<!-- 0 = default day/night walk/run, 1 = never run, 2 = always run -->
 <property name="BuildCreate"				value="[color="#B22222"]false[/color]" />			<!-- cheat mode on/off -->
 <property name="DayNightLength"			value="[color="#B22222"]60[/color]" />				<!-- real time minutes per in game day: 50 minutes -->
 <property name="DayLightLength"			value="[color="#B22222"]18[/color]" />				<!-- in game hours the sun shines per day: 18 hours day light per day-->
 <property name="PlayerKillingMode" 			value="3" />
 <property name="PersistentPlayerProfiles"		value="false" />			<!-- If disabled a player can join with any selected profile. If true they will join with the last profile they joined with -->
 <property name="PlayerSafeZoneLevel"	    		value="10" />				<!-- If a player is less or equal this level he will create a safe zone (no enemies) when spawned -->
 <property name="PlayerSafeZoneHours"	    		value="12" />				<!-- Hours in world time this safe zone exists -->
 <property name="DropOnDeath"				value="[color="#B22222"]0[/color]" />				<!-- 0 = everything, 1 = toolbelt only, 2 = backpack only, 3 = delete all -->
 <property name="DropOnQuit"				value="[color="#B22222"]0[/color]" />				<!-- 0 = nothing, 1 = everything, 2 = toolbelt only, 3 = backpack only -->
 <property name="EnemySenseMemory"			value="[color="#FF0000"]60[/color]" />				<!-- Time, in seconds, that a zombie will pursue something that has been sensed. -->
 <property name="EnemySpawnMode"			value="[color="#FF0000"]3[/color]" />				<!-- 0 = Disabled 0%, 1 = Very Low 50%, 2 = Low 75%, 3 = Medium 100%, 4 = High 125%, 5 = Very High 150% -->
 <property name="EnemyDifficulty"			value="[color="#FF0000"]0[/color]" />				<!-- 0 = Normal, 1 = Feral -->
 <property name="BlockDurabilityModifier" 		value="[color="#FF0000"]100[/color]" /> 				<!-- percentage in whole numbers -->
 <property name="LootAbundance" 			value="100" /> 				<!-- percentage in whole numbers -->
 <property name="LootRespawnDays"		 	value="[color="#FF0000"]80[/color]" /> ([color="#FF0000"]if SP no respawn[/color])	<!-- days in whole numbers -->
 <property name="LandClaimSize" 			value="21"/>				<!-- Size in blocks that is protected by a keystone -->
 <property name="LandClaimDeadZone" 			value="31"/>				<!-- Keystones must be this many blocks apart (unless you are friends with the other player) -->
 <property name="LandClaimExpiryTime" 			value="7"/>				<!-- The number of days a player can be offline before their claims expire and are no longer protected -->
 <property name="LandClaimDecayMode" 			value="0"/>				<!-- Controls how offline players land claims decay. All claims have full protection for the first 24hrs. 0=Linear, 1=Exponential, 2=Full protection until claim is expired. -->
 <property name="LandClaimOnlineDurabilityModifier" 	value="4"/>				<!-- How much protected claim area block hardness is increased when a player is online. 0 means infinite (no damage will ever be taken). Default is 32x -->
 <property name="LandClaimOfflineDurabilityModifier" 	value="32"/>				<!-- How much protected claim area block hardness is increased when a player is offline. 0 means infinite (no damage will ever be taken). Default is 32x -->
 <property name="AirDropFrequency"			value="[color="#FF0000"]720[/color]"/>    			<!-- How often airdrop occur in game-hours, 0 == never -->
 <property name="MaxSpawnedZombies"			value="[color="#FF0000"]80[/color]"/>    			<!-- Making this number too large (more than about 80) may cause servers to run at poor framerates which will effect lag and play quality for clients. -->
 <property name="MaxSpawnedAnimals"			value="[color="#FF0000"]50[/color]"/>

 

 

 

 

 

True Survival Team

Spider (Creator) - A lot a bit of everything

Jeoshua- .dll Coder, Mod Designer

Darkstardragon- UMA Zombies Creater, Official Server Admin

Unlike Them - Tester, Official Server Admin

Sphereii- Distribution, Installation, Technical Support

 

 

 

 

 

 

 

 

 

 

PLEASE EXCUSE MY MESS. MOD DESCRIPTION UNDER CONSTRUCTION.

 

Thank you,

 

Spider

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Finally, last but not least.... Additional Info. until it can be merged into main post.

 

There is a comprehensive dedicated server installation guide available here:

https://www.dropbox.com/s/ofhxt7k6d4qtsv1/Guide_for_Dedicated_server_install.rtf?dl=0

Many thanks to Vastarakki from the True Survival team for this write up!

 

More credit where credit is due:

 

Also thanks to Estygo for developing a spreadsheet that helped me convert and normalize all the entries in the loot tables (and soon other tables) to equal 100% so it was easy to see the actual drop percentage of each item.

 

Thanks also to Val of Valmod for use of a few of his icons.

 

And also thanks to Crater Creator for allowing the use of some of his loot change ideas in this mod.

 

Finally, thanks to all the users who post great ideas and find all the bugs that manage to creep into every version update. We love you guys!

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so it's not available for download yet? kinda look forward to it :)

 

Today apparently, but careful when you install it, it used me as a punching bag last night lol.

 

Got it to run today, omg, you guys are in for a treat. The rwg edits in the mod are insane, wait till you see this shizzle. When spider posts later today should be detailed instructions on how to get it to work. Looking forward to playin with some of you in mp.

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Did you get the server install working or just to standalone?

 

Just the sp/coop for now. Spiders waitin on some help with getting it to work on server.

 

- - - Updated - - -

 

I had Starvation working on my Dedi

 

Thats the problem, were you using the launcher for starvation or did you put the files in yourself using sdx 0.7.0? Im betting you used the launcher. Thats the prob atm, spider doesnt have someone making him a launcher lol.

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Just the sp/coop for now. Spiders waitin on some help with getting it to work on server.

 

- - - Updated - - -

 

 

 

Thats the problem, were you using the launcher for starvation or did you put the files in yourself using sdx 0.7.0? Im betting you used the launcher. Thats the prob atm, spider doesnt have someone making him a launcher lol.

 

I got Starvation to work, using thier Launcher, we run a small "spare" parts dedi to host a few games. But if i tried to run the server, without using the launcher it wouldnt load. Once Spider releases the files and how to, ill see what i can learn! :)

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I got Starvation to work, using thier Launcher, we run a small "spare" parts dedi to host a few games. But if i tried to run the server, without using the launcher it wouldnt load. Once Spider releases the files and how to, ill see what i can learn! :)

 

Cool.

 

- - - Updated - - -

 

Good idea! Point him in this direction lol :)

 

Spider already knows, doesnt help with getting it to server though.

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I got Starvation to work, using thier Launcher, we run a small "spare" parts dedi to host a few games. But if i tried to run the server, without using the launcher it wouldnt load. Once Spider releases the files and how to, ill see what i can learn! :)

 

Same. I chatted with Spider about this. Based on my Starvation server install, I found no evidence that the launcher is needed. As far as I could tell the launcher just copies and configures files to the server. Once that's done, the game is started with a shortcut, not the launcher. If all the correct files are manually or batch moved from the SDX build, and the .ini files etc. are configured correctly, I would think it would run. However, without Spiders files, I can't see if this is correct.

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The topic for all modding threads is to be helpful either through answering troubleshooting questions, sharing ideas, sharing code, collaborating on problems etc. Any derailment of modding threads by public accusations of wrong doing will result in infractions and eventually banning if it continues.

 

Now back to topic, please.

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Will this mod work for single player games? I am in a remote part of the world. I can download but my ping is horrible for multiplayer games.

 

Also what is the difference between TS and TS SDX?

 

Will this be installable by the 7DtD mod launcher?

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@Akrux- It will work for SP, Coop, MP and Servers when its finished. While in testing it will just be on the Official True Survival SDX Server and yes thanks to a few days work by the great and marvelous Sphereii it will be as simple to install and play as any other mod through his wonderful 7D2D Mod Launcher.

 

Its still TS just the newest variation using all the feedback from the players and inspiration from the modding community. The leveling curve is much different then last build and you will should feel like your leveling a little faster at first but it will get harder as you level. SDX really brings two things to TS. First it allows use of new 3d meshes like guns, bats, cars, plants, animals and much more. Second it allows the core game code to be played with so you can have cool new features like Morts Fishing and Farming. Stuff that cant be done with xml's. It is requiring a little over 4g to run the game fyi.

 

Just waiting on my server provider to install some files for me and hopefully I can start it up. But I wouldn't hold your breath for tonight, its never that easy.

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Would using this newest version on a server currently running the previous tsm version break the current game, or can it be installed and not require a restart. A lot of it seems fine but I know funny things happen when we start messing with terrain generation. I like a lot of the changes, looking forward to trying it out when it's ready.

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NO this is a different mod and is not compatible with normal True Survival. Just waiting on the Server Tech to install one file correctly(so might take some time) then the server will be up. Whats on the 7D2D Mod Launcher is a Client Pack and will not run the game by itself it will only work on the test server for now.

 

 

If all goes well the new Test Server will be up and running the first test build of True Survival SDX sometime today. I will make a post when its live. The new mod can only be installed and played through the 7D2D Mod Launcher

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