The "Mostly Dead" mod is pretty customizable, you can add or remove features by commenting or un-commenting specific XML lines, and it's explained in the README.
But - I want to make sure I know what you're asking for. Are the character levels, skill points, and crafting levels the only things you want to happen? And everything else is the same as vanilla (bedrolls, land claims, maps, etc.)?
If so, then that's actually pretty easy. All those things can be done using the same effect that is used by the Forgetting Elixir. It would not require C# so it would be server-side (unlike Mostly Dead).
If that's what you want, I could throw together a separate modlet pretty quickly.
I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.
I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.
OK. That should be pretty easy to do. I'll announce when it's ready. (If there are any other "permadeath" features that can be done without C#, I'll included those in the XML but commented out in case anyone else wants them.)
In other news, I just add a new modlet:
Polluted Water
All water from natural sources is polluted and must be purified.
Features:
All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.
Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.
Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.
Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.
Snowballs can be turned into polluted water using a glass jar at a campfire.
Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You should not install the Murky Dew modlet separately.
I want the character's level, skill points, and crafting levels to be reset to zero upon respawning, while keeping everything else the same as before the death. Thank you.
Also: While working on this, I discovered that TFP made some changes in A21 that make some of my Mostly Dead C# code redundant. I'm going to update that mod, and the Permadeath extension, to use the new A21 features. I am hoping it will not require a new game, but no promises.
Each modlet has its own individual README file. These files can be read on the Web by going to the modlet's directory in the GitLab repo; I have provided a link for each modlet.
The README files have many details about installation and usage, including whether it is recommended to create a new game world, as well as technical details about the creation of the modlet and how to modify its behavior.
Feel free to download them, modify them, learn from them, use the code in your own mods/modlets, and in general do whatever you like with them. Credit is appreciated but not required.
These modlets should be available in the Mod Launcher as well. I highly recommend using that to install and manage your mods and modlets: http://7d2dmodlauncher.org
ZIP file downloads
I am now including a link to a ZIP file for each modlet. These files are automatically generated by GitLab when you visit the URL, so you should get the latest version each time.
Important: GitLab automatically wraps the modlet in a folder called "7d2d-a21-modlets-main-[modlet name]". The directory inside this directory should be put into your Mods folder.
If you want to download the modlet in a different compression format:
Go to the modlet's directory in the repo (follow the "Repo" link).
Click on the button with the "download" icon (next to the "Clone" button) in the upper-right hand corner of the page.
Under "Download this directory," click on the format you want. In addition to .zip format, GitLab supports .tar, .tar.gz, and .tar.bz2.
XPath modlets
These modlets use XPath, so they are EAC friendly. Most require installation only on the server. Those that contain custom assets (usually additional icons) will need to be installed on both the server and clients. See the individual README.md files for details.
Bad Medicine
You have to feel it to heal it.
Features:
"Glass Jaw" effect: Whenever you get damaged (by anything), there is a subtle camera shake effect. This effect gets slightly worse when you are lower than half health. New for A21.
You can only craft dirty bandages using cloth. Dirty bandages can be sterilized (to "vanilla" bandages) by boiling with clean water in a cooking pot.
Dirty bandages have a chance to cause infection. Treating lacerations (as opposed to just bleeding) will always cause infection.
To make up for the increased chance of infection, first aid items now have a very small antiseptic effect (less than honey).
You can also drink gasoline. Don't drink gasoline.
If you are on fire, don't douse yourself with flammable liquids.
You're not Rambo. Stitch up a wound using a sewing kit, and you'll make pain sounds for everyone to hear. Unless you're drunk.
The negative effects from a concussion occur much more frequently (though still randomly).
Makes gasoline scarce, and more difficult to craft.
XPath only ("server-side").
Features:
Gasoline cannot be harvested from vehicles. (It can still be looted from vehicles.)
Each oil shale yields one can of gas (not 10).
Stacks of gasoline hold 1000 cans (not 10,000).
There is also XML code to have players spawn with the 4x4 when they enter the game, but that is commented out by default. See the README if you want to enable that.
Dew collectors produce murky water, but do not generate heat.
It can work alongside the Rain Collector mod, if desired (see below), but it will also work on its own.
Note: If you have installed the Polluted Water modlet, you should not install this modlet. The Polluted Water modlet contains all the features from this modlet.
XPath only ("server-side").
Many people believe dew collectors should not add heat to the heat map, which is reasonable. But without generating heat, dew collectors are somewhat overpowered, especially with "farms" (multiple collectors) passively generating potable water.
This seems like a good trade-off. Heat will still be generated, but it will be generated by the campfires that are used to boil the murky water.
Since the water from dew collectors must be boiled to be potable, dew collector farms will be less passive and overpowered.
Features:
Dew collectors produce murky water, which must be boiled in a cooking pot to produce clean water.
Dew collectors no longer generate heat for the heat map.
All water from natural sources is polluted and must be purified.
Note: If you install this modlet, you should not install the Murky Dew modlet. The Polluted Water modlet contains all the features from that modlet.
Features:
All natural water sources yield polluted water instead of murky water. Polluted water takes away 15 health, and has a near-certain chance of giving you dysentery. Polluted water can not be boiled, and must be purified to murky water.
Adds water purification tablets. Tablets can be crafted in either a campfire with a beaker, or a chemistry station. The recipe unlocks with the recipe for herbal antibiotics. They are also a rare find in medical loot.
Purification tablets require bleach, which is new to the game. Bleach cannot be crafted, but can be found in loot in the same places as acid, with higher probabilities in places like sinks and janitor carts.
Glass jars are back, but can only be filled with polluted water. Jars can be looted and crafted, but are not returned when liquids are consumed. This is for compatibility with other consumables in A21, and for balance reasons.
Snowballs can be turned into polluted water using a glass jar at a campfire.
Includes the features from the Murky Dew modlet, where dew collectors yield murky water but do not produce heat. You do not need to install that modlet separately.
When the player dies, this modlet resets the player character's skill points, books read, and crafting skill levels.
Because it is XML only, it does not have the features of "Mostly Dead" or "Mostly Dead: Permadeath," but it is still good if all you want is to reset the character (and not the map, quests, etc).
XPath only ("server-side").
When the player character dies:
Skill points are reset and removed.
Books that were read are forgotten.
Crafting skill levels are reset to 1.
With XML edits, it can also support these features:
Bedrolls and beds are no longer spawn points, so players do not spawn on them.
There is no experience loss upon respawning.
Resetting can be disabled for level 1 players, or for players that still have the "newbie coat" buff.
Remembering skill points, books read, or crafting skills.
Slows down building, and to a lesser extent crafting.
XPath only ("server-side").
This encourages renovating prefabs rather than building structures from scratch, for both horde bases and personal dwellings. It also makes inventory management more challenging. The fact that wood items take nails to craft will also discourage nerd poling.
Wood frames, shapes, and ladders now require nails to craft. To adjust for this, players are now given a small stack of nails when starting. Also, full boxes of nails (100 count) can sometimes be found in loot.
Crafting cobblestone now requires a cement mixer.
The stack sizes for all frames have been reduced to 50 (from 500).
The stack sizes for natural resources (such as iron or clay) have been reduced from 6000 to 500. Stack sizes for cobblestone, cement, and concrete have been reduced from 1000 to 100. Bundles of resources have been updated to reflect the new stack sizes.
Trees now take twice as long to grow, and yield at most one seed.
Adds snowberries back to the game, and adds a bunch of new uses for them.
In the real world, snowberries were used mostly for medicinal purposes by Native American tribes. They also taste like wintergreen (reportedly - I have not eaten them).
Snowberries can be grown from seeds and harvested. The seed recipe is unlocked at the same perk and level as blueberry seeds.
Snowberry tea can be crafted in a campfire with a cooking pot. The tea gives 24 water and cures dysentery 10%.
Snowberry paste can be used the same as medical aloe cream, and can be used instead of aloe cream when crafting first aid bandages. The paste takes five snowberries to craft.
Snowberries replace blueberries in herbal antibiotics recipes.
Grandma's Gin: "How intelligent people get drunk and belligerent." It provides the buffs of beer and the nerdy glasses, combined. The gin recipe is unlocked at the same crafting level as Grandpa's Moonshine.
Adds unofficial lore and history to the trader dialogs.
XPath only ("server-side").
Note: if you use this modlet with another modlet that changes the dialog window UI - such as NPC Core - you will see yellow warnings in the console: "XML patch for "XUi/windows.xml" from mod "khzmusik_Trader_Lore" did not apply". This is the desired behavior, and those warnings can be ignored.
Fleshed-out lore and backstory for the Duke, Noah, Whiteriver, and the Cassadores.
Different traders have different relationships with each group or leader, and have different opinions or amounts of knowledge about them.
The vanilla dialog window is larger, to make room for more text.
C# modlets
These modlets use custom C# code, so they are not EAC friendly.
They will need to be installed on both the server and clients. See the individual README.md files for details.
Fortunately, in A20, installing modlets with custom C# code is as easy as installing an XML/XPath modlet. Just drop it into your Mods directory and go.
When installing or removing C# modlets, starting a new game is highly recommended.
Food Spoilage and Preserved Foods
A modlet that introduces food spoilage, and adds recipes for canned and preserved foods that don't spoil.
Features:
Most foods that are not canned or otherwise preserved can now spoil.
Prepared drinks (such as teas) can now spoil.
Battery-powered refrigerators and beverage coolers can be crafted. Recipes are unlocked in the same perk and level as battery banks.
New canned/preserved foods:
IPA (India Pale Ale). Beer that takes more hops to craft and doesn't spoil. Recipe unlocked in the same perk and level as the vanilla beer recipe.
Canned corn, mushrooms, potato, and pumpkin. Recipes unlocked in the same perk and level as blueberry pie.
Preserved blueberries. Recipe unlocked in the same perk and level as blueberry pie.
"Shamway Fruit Pie" (in box, similar to Hostess or Drake's). Loot only, cannot be crafted.
Smoked/cured meat. Recipe unlocked in the same perk and level as grilled meat.
[*]Advanced recipes (stews, pies, etc.) have additional recipes that use the new canned vegetables and preserved blueberries.
[*]Spoilable foods are removed from (non-Twitch) loot groups, and replaced with canned/preserved equivalents.
See the README.md for details.
You must start a new game after installing this modlet! If you try to load an existing game, it will corrupt your game save.
It requires the Alpha 21 version of the 0-SCore modlet. Earlier versions will not work!
A modlet that implements the "mostly dead" character death style for 7D2D.
The idea is that when a player character dies, players respawn as an entirely new character, but they respawn into a (mostly) unchanged world. It can be modified for traditional "Dead is dead" or "Permadeath" gameplay.
For an explanation of the "mostly dead" play style, see my "manifesto" on these forums:
Features:
The player's inventory is deleted (the "Drop On Death" setting is forced to "Delete All").
Skill points are reset (not removed), and books that were read are forgotten.
Crafting skill levels above 1 are randomly re-assigned to different crafting skills.New for A21.
Bedrolls and beds are no longer spawn points, so players do not spawn on them.
The player map is reset, including any saved waypoints.
Player quests are removed, and a quest is given that automatically rewards the player with the items they start with when starting a new game.
Player vehicles are destroyed.
The player's active land claim block is rendered inoperable.
The player's ACL (Access Control List - i.e. friends list) is cleared.
If the player hired any NPCs, those NPCs are dismissed. (Assumes SCore NPCs.) New for Alpha 20.
The respawned character is at a similar "level" to the old one:
If the player did not complete the "Basic Survival" quests, they start over from scratch. (This is so players can still earn the skill points from completing those quests.)
If the player restarts before level 4, they will be given the "Whiteriver Citizen" quest so they can find a nearby trader.
If restarting at level 3 or lower, the player will be given the player's starting items, even if another mod or modlet has added starting items.
When restarting at medium and higher levels, players are given bundles of items so they have matching armor sets, and their given ammo matches their given weapons. This includes new bow and crossbow bundles (which have custom icons and translations).
These features can be customized via XML edits or XPath. See the README.md for details.
This modlet makes the XML changes necessary to turn the Mostly Dead modlet into a "Permadeath" modlet. It is for people who do not want to make the XML edits themselves.
Features:
Skill points are reset and removed.
Crafting skills are removed. New for A21.
The player level is reset to level 1.
The player spawns with the starting items again, except the note from the Duke.
The player is given the "Basic Survival" quests again.
The player is given the "Newbie Coat" buff again.
All the other features from the Mostly Dead modlet remain unchanged.
You still need to install the Mostly Dead modlet. This modlet will not work by itself.
Turns the dew collector into something more like a rain collector.
Features:
The dew collector fills more rapidly when it is foggy.
The dew collector fills much more rapidly when it is raining.
The dew collector will not do anything if the outside temperature is below the freezing point of water.
To make up for the fog and rain boost, the dew collector takes longer to fill up overall.
Adds the ability to increase the number of "slots" in the dew collector. The XML changes are in blocks.xml and windows.xml but are commented out. See the README for instructions. Added in version 21.0.1.1.
This is all configurable in the XML for the dew collector. See the README.md for details.
I am still in the process of porting over the A20 version of my modlets - with the highest priority being the various NPC packs and mods. I will update this post as they become available.
You have i snowberrylove an typo !! dont know how to call it . here is the line (Change 'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines)) fixed it for my self.
You have i snowberrylove an typo !! dont know how to call it . here is the line (Change 'resourceCropSnowberryPlant' to 'foodCropSnowberry' in the 3 recipes that have 'resourceCropSnowberryPlant' in them as ingredients in all the lines where it references (3 lines)) fixed it for my self.
I'm not sure what you mean by this. There are five recipes that have snowberries as ingredients (seeds, tea, herbal antibiotics, medical paste, gin). And, there is nothing called "foodCropSnowberry" in the game.
I also just tested the mod in a new game. I harvested the snowberries from wild plants in the snow biome, and made all the recipes. Everything worked as expected.
Also: While working on this, I discovered that TFP made some changes in A21 that make some of my Mostly Dead C# code redundant. I'm going to update that mod, and the Permadeath extension, to use the new A21 features. I am hoping it will not require a new game, but no promises.
Thank you, but before that, I found a problem. If you die during a blood moon, it will have a great impact on the game experience. So I want to ask if it is possible to stop the generation of zombies when you die during a blood moon? Thank you again.
Thank you, but before that, I found a problem. If you die during a blood moon, it will have a great impact on the game experience. So I want to ask if it is possible to stop the generation of zombies when you die during a blood moon? Thank you again.
I don't know how to do that. If there is a way, I'm pretty sure it would involve C# code, so it would have to go into the "Mostly Dead" modlet instead.
Also, I thought the game used to do that on its own. But that may have been a previous alpha. It's been a long time since I've died in a blood moon.
This thread caught my attention while looking for realistic and survival mods, and may I say, I appreciate all the ideas behind the mods you are creating, I also read the "mostly dead" manifesto, It should be a constitution for any realistic "open world survival craft", I liked the part about overcoming helplessness and eventually losing the immersion in the character/world built, and that's exactly how I felt with these games and I appreciate you putting it in words, I guess Devs will always want to cater to the masses, thus would make grindy mechanics instead of innovative and problem solving ones to avoid intimidating new playes, I don't know
This thread caught my attention while looking for realistic and survival mods, and may I say, I appreciate all the ideas behind the mods you are creating, I also read the "mostly dead" manifesto, It should be a constitution for any realistic "open world survival craft", I liked the part about overcoming helplessness and eventually losing the immersion in the character/world built, and that's exactly how I felt with these games and I appreciate you putting it in words, I guess Devs will always want to cater to the masses, thus would make grindy mechanics instead of innovative and problem solving ones to avoid intimidating new playes, I don't know
I mean of course they going to cater to the massive. They gotta sale the game not just to a hand full of hardcore players. That called smart business. One of the main reasons why they decided to make it pretty easy to modify the game. I mean for the most part. I'm no coder but learned to do little things. The ones that know wha they doing seem not to have like to much problems compared to a lot of other games.
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To the perma death blood moon thing a few post above... I'm pretty sure if you die and don't move the rest of horde they will not attack anymore. They only will start attacking if they see you or hear you again.
I mean of course they going to cater to the massive. They gotta sale the game not just to a hand full of hardcore players. That called smart business. One of the main reasons why they decided to make it pretty easy to modify the game. I mean for the most part. I'm no coder but learned to do little things. The ones that know wha they doing seem not to have like to much problems compared to a lot of other games.
Hello there CWF, I appreciate the replies and I Agree with you, 7d2d Is the most fitting of all survival games, for lots of reasons, namely total world destruction, there are many mechanics that have been added and removed and the devs are still "fiddling" around with the mechanics rather than implementing them, they really put the early in early access, but after taking game balance into consideration, making mechanics toggelable, like with mod, like how water bottles can be brought back into or out of the game seamlessly with mods, among other things, mods are fine and all, but it makes me feel like my gameplay experience is even more lonelier coz I am doing something different from everyone else, plus I like playing on PVE servers... so you know, thats about it
I just fixed a minor bug in the Slow Build mod. I was still using the A20 format for importing vanilla assets, and that has changed for A21. If you tried to drop a box of nails (or hold them in MP) then the game would not be able to find the "sack" mesh.
This is fixed. Since the fix should not break any game saves, it is now at version 21.0.1.1. I recommend downloading and installing the new version.
This thread caught my attention while looking for realistic and survival mods, and may I say, I appreciate all the ideas behind the mods you are creating, I also read the "mostly dead" manifesto, It should be a constitution for any realistic "open world survival craft", I liked the part about overcoming helplessness and eventually losing the immersion in the character/world built, and that's exactly how I felt with these games and I appreciate you putting it in words, I guess Devs will always want to cater to the masses, thus would make grindy mechanics instead of innovative and problem solving ones to avoid intimidating new playes, I don't know
When I'm not playing 7D2D, I'm usually playing other survival games (Subnautica, Raft, lately Forever Skies), so survival games are generally more to my taste. It's saddening to hear Roland talk about putting "fun" as a trump card in gameplay, because when he says that, I hear "instant gratification" or "power fantasy" - the kind of things games like Borderlands or Doom are good at. Not that I don't like those games (I sunk hundreds of hours into the various Borderlands games) but it's not why I play 7D2D.
My ultimate goal with 7D2D would be to make a game where it is challenging to survive with enemy spawning disabled. And where it is just as challenging after the first couple in-game weeks. That's not an easy task (especially the latter, players need to feel as if they're progressing), but it would be cool if it could be done.
Having said that, the 7D2D devs do make efforts to make the survival aspects more challenging, that's why it's no longer trivial to get water. I often disagree with how they do it, but I'll give them credit for trying.
And they made a game that is pretty easy to mod, and is continuously making the modding tools better. They should get a lot of credit for that.
@khzmusik this probably isn't in your interest but just curious. How hard would it be to make it where all cars act like the police car? Like you would have to lock pick them to get into them or beat on them like the police car. If beat on them then you have that % chance for alarm to go off and spawn zombies. Now this might be where it gets tricky idk. But keeping the emergency vehicles with the sirens but changing the siren on regular vehicles to like a horn constantly goin off like a regular vehicle does. Making it like idk like 30% chance of them going off but also adding to it say like idk 15% chance a screamer being part of the group of zombies that spawn lol.....
Now I know just adding the code of the police car to all cars and even adding screamer to it probably wouldn't require it being a C# modlet even though it probably look silly with sirens goin off on a regular cars and the flashing emergency lights lol.... but I assume changing the sound to a horn alarm and not having the flashing emergency lights might make it C# or at least some if it like the changing sound? Or what about using a sound already in game like the vehicles horn just on more of a repeat for X amount of time..... idk it all sounds good in my head but not sure how hard it would be to mod something like that.
I have not taken a look, because I am not particularly interested myself. However, that feature has been available in Darkness Falls for a very long time. If there is sufficient demand, I could try to mimic it, to the degree possible.
In other news - it looks like TFP made it much easier to do a "permadeath" modlet without C# changes. I'm going to see how far I can take this without running up against broken A21 changes. It may be significant. Stay tuned.
I'm still placing a priority on custom entities though, so please be patient. (It looks like zombies will be independent of NPC Core this time around, but of course human NPCs won't, caveat emptor.)
I love your mod, khzmusik Quality Of Life, will you be porting this for A21 as well? This is a must have mod imo. Thank you for all your hard work! Have a great day. =]
I love your mod, khzmusik Quality Of Life, will you be porting this for A21 as well? This is a must have mod imo. Thank you for all your hard work! Have a great day. =]
Sure, I can do that. I don't know how much of it is needed in A21 though.
This time around, I probably will not incorporate Khaine's Lockable Inventory Slots mod. Nearly everyone who wants that knows to get it from him, and if we both have it, then there will be conflicts. EDIT: Plus he was talking about finding a way to save the slots, and if he figured it out then his modlet is better anyway.
I love your mod, khzmusik Quality Of Life, will you be porting this for A21 as well? This is a must have mod imo. Thank you for all your hard work! Have a great day. =]
Came over from the NPC Mod thread. I don't use many mods but it seems most of them that I do use are yours like the murky dew collector and rain collector. I'm thinking of trying the Polluted Water one as well. I used the Food Spoilage in A20 but I am debating if I want to use it in A21 yet. Might save that for a second play-through for added challenge.
Just want to cast a vote for working on khzmusik_Civilians when you have time. Thanks.
Came over from the NPC Mod thread. I don't use many mods but it seems most of them that I do use are yours like the murky dew collector and rain collector. I'm thinking of trying the Polluted Water one as well. I used the Food Spoilage in A20 but I am debating if I want to use it in A21 yet. Might save that for a second play-through for added challenge.
Just want to cast a vote for working on khzmusik_Civilians when you have time. Thanks.
Glad you like the modlets. And updating the Civilians mod is up next, after I finish updating zombies (which should happen within a day or two).
If there were any reason that I would delay releasing an updated Civilians pack, it would be because I would like to give them all backstories which can be discovered through dialogs. But that is something I can release later.