For practical purposes yes - we can work with cobblestone and upgrade later, absolutely, it's just that not having those other things available to us earlier on is just not as 'fun' for people who don't really have an interest in the going out and looting part of things. *Plus* - again we play as a larger crowd, so we have to essentially scale up our defenses and progress in order to be able to keep our heads above water towards the middle and late game when we're wanting to start pushing game stage 300.Thank you for all the detail. It seems you have been getting lots of magazines, probably the amount that would be expected at that time. So not a bug.
You say you can't build at the base because tools or items are missing. Which tools or items would that be exactly?
If it is the cement mixer: Can't you work with cobblestone and upgrade later?
Is it something else? You mentioned the bellows somewhere else but that can't be it as it is optional and can be substituted easily by building a second forge.
Also I read your discussions with some posters and I noticed that you said that some of the scavengers would need to read magazines so they would find more of those same magazines. But that does not help at all, that was a false rumour. And to make sure I just looked at the XML and there is nothing that would increase loot change for magazines by reading those magazines. You need to put one or two points into the associated **perk** to get the boost to find more of those specific magazines.
For example if you want to stay in the base and still have one looter find more "Forge Ahead" books tell him to just put one measly perk point into Lockpicking (and/or Advanced Engineering) and he will get that boost as well. Which perk is applicable is always listed in the description of the magazine. I mean lockpicking is even beneficial for a looter and it helps with finding "forge ahead" books just like Advanced Engineering, I don't think you would need much convincing there.
Also, since you asked: Yes, the game officially supports 1 to 8 players, anything else is neither guaranteed nor balanced by TFP. No idea where it is written exactly, but that topic already came up a few times and this was always the official answer. It means that servers working with more players is not by design but because the game is flexible enough to work with more than 8 players. But especially balance can be wonky because nobody at TFP is testing those situation.
Usually server operators adapt through modding, server scripts and adjusting options. For example I have heard that many server operators reset chunks from time to time so unlooted buildings and unwrenched cars resurface in already looted areas. And TFP also added a config option (default off) so chunks can auto-reset if not visited for a while.
If it is indeed 'officially' just 1 to 8 players then I must say it's worked just fine for bigger communities to build servers and player experiences that are beyond a small handful of people surviving in a base by themselves. There's a huge overlap in this game's playerbase with other titles like Project Zomboid, or even Ark: Survival Evolved and Minecraft, and so forth and all of those definitely support more than just 8 players - was working pretty good for those purposes, even if it's on accident, and it fit 7 Days in a 'neighborhood' of games, and this just feels like they're intentionally taking this into the 'we make this more for streamers' neighborhood. A player experience of 8 or less players just sounds lonely as hell to me.
Also, we've used mods in the past before - we just hate how it always introduces even more bugs than were already there to begin with. It's a matter of mitigating problems rather than spending the bit of spare time our admin team has by constantly troubleshooting with other players.
Plus, I'll humbly say again: I liked the vanilla base game with default settings, as it was. It worked out great for a big chunk of my life that we'd almost ritualistically hop in every time an update came out and try the new stuff.