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Experimental Recipes

Все норм. Чтобы выжить не всегда надо драться.
Ага, только проблема в том, что тебе всегда навязывают драку. Ладно, черт с ним, с таким кол-вом зомбей, не страшно, можно и перебить потихоньку, но вот кролики - это полнейшее зло и бред, имхо ) Их не слышно, не видно, атакуют внезапно и причем не всегда в одиночку. Как по мне это полностью портит геймплей и оставляет сугубо негативное впечатление о моде, особенно на начальных этапах игры. Я просто напросто взял и в конфигах отключил это вселенское зло. Жизнь сразу заиграла новыми красками )

 
Last edited by a moderator:
Mod updated to version 47.134

Added:
Added notes with hints.
Tree growth zone set to 3x3 blocks.
Added Birch model. Seeds included.
Added 7x5x5 Elevator.
Added temperature decrease when receiving the ice zombie debuff.
Added the ability to open a locked ATM with automatic lockpicks.
Electricity debuff. Added a decrease in reload time.
Added Goat and Penguin.
Added goat skin, goat meat and food based on it.

Changed:
Fixed hatch improvement.
Changed quivers prices.
Fixed perk affecting bow crafting.
Localization fixes.
Hellish creatures renamed to chimeras.
Fixed display of tree growth stage.
Fixed damage of Trash weapons.
Fixed repair of regular weapons and bronze keys.
Fixed doors\gates\shutters.
Reduced HP bonus from Biker armor.
Health bonus moved from Nomad armor to Warrior.
Movement speed and sound reduction moved from Warrior armor to Nomad.
Removed extra spawn from lvl 50 to lvl 100
Removed the ability to sell coin packs.
Fixed the description of the Bacon and Eggs stat.
Reduced the amount of fertilizer from pallets.
Reduced the number of credit cards and rewards dropped from them.
Changed visibility at night and inside buildings.
Removed damage display from rocket and grenade launchers.
Fixed the name of items from 10.9x32.6.
Fixed pouches.
Increased the price of the Drill, Chainsaw, and Jackhammer.

Fixed the fence.
Animals and insects from version a20 have been returned.
Shotgun sights have been adjusted.

Ага, только проблема в том, что тебе всегда навязывают драку. Ладно, черт с ним, с таким кол-вом зомбей, не страшно, можно и перебить потихоньку, но вот кролики - это полнейшее зло и бред, имхо ) Их не слышно, не видно, атакуют внезапно и причем не всегда в одиночку. Как по мне это полностью портит геймплей и оставляет сугубо негативное впечатление о моде, особенно на начальных этапах игры. Я просто напросто взял и в конфигах отключил это вселенское зло. Жизнь сразу заиграла новыми красками )
Ну, кролики, это обязательное зло)

 
Mod updated to version 47.136

Changed:
Fixed buying/selling items when upgrading and wearing armor.
Made a correction to the hanging siren sound.

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels.

 
I love the idea behind the mod and the mechanics of crafting and skills, but i can't get my head around the amount and tiering of zombies and animals that you encounter when you first spawn in.  After finishing the initial quest (there doesn't appear to be a Quest 3, goes from 2 - 4) and I make my way to the trader, I encountered, rad cop, ferals, wolves, dogs, bears, spiders and killer bunnies.  After just managing to run away from the first dozen of enemies, i had a spider that I couldn't hit, cos my stamina wouldn't reg quick enough and was taken out by a fireball throwing Zombie.

I'm all up for making the game difficult and challenging, but this is just silly in my eyes, and can't understand how anyone enjoys playing a game where you constantly die.  Is there a way to tone down the enemy spawn rates at all?

 
I love the idea behind the mod and the mechanics of crafting and skills, but i can't get my head around the amount and tiering of zombies and animals that you encounter when you first spawn in.  After finishing the initial quest (there doesn't appear to be a Quest 3, goes from 2 - 4) and I make my way to the trader, I encountered, rad cop, ferals, wolves, dogs, bears, spiders and killer bunnies.  After just managing to run away from the first dozen of enemies, i had a spider that I couldn't hit, cos my stamina wouldn't reg quick enough and was taken out by a fireball throwing Zombie.

I'm all up for making the game difficult and challenging, but this is just silly in my eyes, and can't understand how anyone enjoys playing a game where you constantly die.  Is there a way to tone down the enemy spawn rates at all?
I think in this mod you play  like in vanila. Here you need to think how to survive, do you need to fight or escape. How mach stamina do you have and how to spend it. Look around who close to you and you need wait, hit or run away. Which weapon to use and e.t. Remember you are in a world where everything wanna eat you.

Try to think why you die? Because a lots of death from mistakes what you do. When you understanding your mistake you won't do it again and don't die at another game session.
Which enemis have high spawn?

 
Mod updated to version 47.164

Added:
Added recipe for creating Painted Targets.
Added ore detector. Maps for the detector.
Added 6 artifacts for sucking out HP and SP. Only dead (killed) zombies.

Changed:
Set and corrected sights for weapons.
Corrected Collimator sight v1, v2, v3.
Corrected the position of sniper rifle models.
Corrected headlamp. Changed icon.
Changed damage to blocks for chainsaw, drill and chipper.
Ice zombies. armor set to 50%
Reduced resource extraction from chimeras.
Reduced flight on Jump Boosters by half.
Changed 12x70 cartridges. Shotgun - reduced range, increased spread. Bullet - reduced spread, increased range.
The sound of the siren has been disabled.
The number of dropped plastic cards has been corrected.
The increase in the quality of armor creation when upgrading the corresponding skill has been corrected.
The description of caffeine tablets has been corrected.
The receipt of a piece of fabric when disassembling has been corrected: bandage, primitive armor, straw bedding.
The pouches have been corrected. They can be inserted into all medium and heavy armor.
The artifacts of HP and SP extraction have been corrected. Only living (moving) zombies.

Additionally:
When receiving a new tier of tasks, an error occurs.
The wheels of some vehicles do not turn.

 
Last edited by a moderator:
Mod updated to version 47.218

Added:
Added watering of unknown plants.
Added new notes with hints.
Added description of fins and Swimming Gloves.
"Ton of flesh", increased amount of HP.
Added newspapers with information about the world.
Increased duration of Fire damage by 10 seconds. Added increase in temperature.
Added acid protection. In the form of a mod.
Protection from fire, ice, electricity, acid is prescribed. In the form of a mod. Reduces damage.
Added Boss wolf.
Added Soma-Let.
Added acid gland, drops from acid zombies.
Added interaction with Materka in 1x1x2 blocks.
Added loss of health with a broken leg while running.
Added primitive armor to the armor assembly workbench.
Added a recipe for a saucepan.
Added the ability to attach pockets and pouches to hats.

Changed:
Corrected the description of vegetable borscht.
Corrected the radius of tree planting.
Increased the range of the flying attack.
Changed the dislocation icon.
Removed the recipe for decorative wall clocks.
Changed the recipe for Oil from coal.
Corrected the localization of books.
Corrected the flying skeleton of the Marauder.
Corrected the bug of a falling player when a new player connects.
Corrected the damage to dynamite sticks and packs, by blocks.
Corrected the description and damage to grenades and dynamite.
Corrected the damage of the chainsaw and jackhammer
Corrected the non-shooting matchmaker and defender.
Removed the error with parsing.
Changed the recipes for advanced seeds. (Temporarily)
Corrected the attack with the scythe.

 
Mod updated to version 47.239

Added:
Added weapons and tools from scrap metal. Thanks to "theScriptHD"
Zombie baby added to the level system.

Changed:
Changed prices.
Changed player fall.
Corrected "Botanist" set.
Corrected armor mobility and noise.
Corrected Hammer 4
Corrected modification Blazing rod.
Corrected "OldSemi".
Corrected HP and boss loot.
Corrected Spawn in the world of zombies corresponding to the Stage of the game.

 
Mod updated to version 47.240

Changed:
Changed the material of the engine cover and block to aluminum.
fixed a patch error.

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels that spin.

 
It looks like the Rebirth author used this mod as the craftng basis for their overhaul. I see a lot of other modder's work in Rebirth as well, but yours appears to be the foundation.

Anyway, I have two issues to report:

-The 1.0 update works in 1.1 b14, however the textures appear to be blurry, and are not resolving their normal maps.

-When arriving at the first trader, their door is locked, and I cannot complete the quest. I used the Navisgame world, and the trader was Jenn (at the border of the burnt forest)

You have done excellent work on this mod, I really hope you continue.

 
It looks like the Rebirth author used this mod as the craftng basis for their overhaul. I see a lot of other modder's work in Rebirth as well, but yours appears to be the foundation.

Anyway, I have two issues to report:

-The 1.0 update works in 1.1 b14, however the textures appear to be blurry, and are not resolving their normal maps.

-When arriving at the first trader, their door is locked, and I cannot complete the quest. I used the Navisgame world, and the trader was Jenn (at the border of the burnt forest)

You have done excellent work on this mod, I really hope you continue.
Locked trader is the one of the points of the mod.

 
Mod updated to version 47.315

Added:
Added blueprints and perks for Bit 'TPEX', Bit 'Lullaby', Crowbar, Golf Club.
Added missing skills of books and blueprints.
Added a separate skill for pumping electric batons.
Added a recipe for Kevlar from polymers.
Jackhammer added for sale.
Added birch seeds to the merchant.
Added cards for the ore detector, the merchant and in the loot.
Added a description of treatment to tea.
Added display of read books.
Added a recipe for M-60
Added a table for disassembling firearms.
Added a recipe for unlocking the 12x70mm "Punching" cartridge.
Added a stop in regeneration for radioactive zombies for fire cartridges.
Added a display of quality for transport.
Added treatment for scratches when using ointment.
Added the Book 'Military Materials'. Unlocks the ability to create Kevlar tape.
Added cooling and warming drinks.
Added coffee warming effect.

Changed:
Corrected book and blueprint skills in the book skill category.
The chance of stunning an electric baton has been reduced to 25%
Removed from pumping skills that open the solar and industrial generator. Only find the blueprint.
Increased the stack of Rubber Rolls.
Increased the chance of losing consciousness with less than 3.5 liters of blood from 5% to 20%.
Increased the amount of slate in the desert.
Changed the guaranteed respawn of zombies after level 10 to 60% chance.
Changed the guaranteed respawn of zombies after level 100 to 80% chance.
Skill edits.
changed the grip of the sickle and scythe.
Translation edits.
Corrected peeled mushrooms.
Corrected the description of the damage of grenade launcher and rocket launcher ammunition.
The Farmer set bonus has been fixed.
The juice buff has been fixed.
The cement yield has been increased.
Vehicle repair parts have been moved to vehicle parts.
The grip of the hoe has been changed.
The meat yield has been increased when growing a cow and a pig.
The amount of resources when extracting grown trees has been increased.
The stack of chemical flasks has been increased.
"Forge" has been renamed to "Smelting Furnace"
"Hut" has been moved to hands. The amount of wood has been reduced.
The icons for the store extenders have been changed.
The painting of items has been fixed. Works on newly created items.
Rebalanced vehicle durability, fuel consumption, and tank volume.
The skills for increasing firearm damage have been fixed.
The number of levels for firearm upgrade skills has been increased.
The effect of incendiary cartridges has been changed.
The position of the left knuckle has been fixed.
The recipes that require steroids have been fixed.
The repair of knuckles has been fixed.
The Botan set has been changed. When gaining a level, there is a chance to get an additional skill point.
The stack of first aid kits has been increased.
The position of the brushes on motorcycles has been corrected.
The skill for opening artifacts has been corrected.
The Temperature mechanics have been rewritten.
Changes in temperature at night/day in biomes: Winter -60/0, Desert 0/60, Wasteland -20/0, Mixed forest -10/10, burnt forest 0/20.
Rebalanced the temperature protection of armor. Primitive +10, Fabric +20, Light +25, Medium +10, Heavy -10.
Character temperature changes: less than -5 cold, -5 - 10 frozen, 10 - 40 normal, 40 - 50 hot, above 50 hot.
Display of temperature 10 units before the debuff.
Upgrading skills for protection against temperature, reduces the lower and upper temperature limits.
Getting wet reduces the temperature.
Warming and cooling ointments stop the temperature change.
Being indoors reduces the lower and upper temperature limits.
Rewritten: mechanics of Protection from Radiation, Fire, Ice, Electricity, Acid.
Corrected excessive graininess and screen shading.
Corrected the "alien" Pineapple.
Corrected the teleporting model of the duster.
Corrected interaction with trees.
UH-60 particles changed.

 
The mod has been updated to version 47.330 for the game version 1.2

Added:
Snowberry seed recipe.
Added alternative recipes for first aid kits.
Added packages of flour, pepper, coffee, sugar and salt. Divided between found and created.
Added display of additional ingredients in the crafting menu.
Added hydroponic installations. Works only from batteries
Added recipes for disassembling armor.
Added a recipe for making screwdrivers in a stone workbench.
The transition to economy 2.0 has begun. Prices and items for the merchant and the player will be independent.

Changed:
Fixed Anti-Radiation Tincture.
Fixed the experience elixir.
Fixed quality
Fixed blocking of injector parts
Changed prices.
Changed the mud buff.
Changed the flamethrower name to a fire-spitter. Fixed the action.
Increased miner production.
Reduced the cost of upgrading to a cement block.
Changed the items available for use in the fuel window.
Fixed steroids, tablets.
Changed the recipe for a napalm canister.
Fixed the fuel tank extender for transport.
Fixed the interaction with the goat and monobike models.
Fixed the Stallion, UAZ-452 model.

Additionally:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have spinning wheels.
The fire spitter's clip is blocking the view. You need to re-equip your weapon.

 
Mod updated to version 47.333

Changed:
Fixed a bug when opening torn grass.
Temperature fixes.
Animal model pack updated.

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have wheels.
The fire spitter's clip is blocking the view. You need to re-equip your weapon.

 
Installed and tried playing this today. Love the idea of the mod but I seem to hit a bug anytime a goat appears on screen. Output spams the following:
 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

Any ideas?

 
Installed and tried playing this today. Love the idea of the mod but I seem to hit a bug anytime a goat appears on screen. Output spams the following:
 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

NullReferenceException: Object reference not set to an instance of an object
  at EntityAlive.Update () [0x00139] in <0a824c04d551409fad5953ac8c5c40be>:0 

Any ideas?


Try to reDownload and install the patch 47.218- 47.333

 
Sergeant. I've been following the mod for a long time. Great ideas. Have you tried replacing the rabbits with mice?

 
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Hello, I have this error. I think it appears when I switch to a new chunk. How can I fix it?

 
Mod updated to version 47.370

Added:
Added: mods to increase armor durability. Roll of Leather.
Added skill to unlock mods to increase armor durability.

Added 2 armor sets to all armor classes, divided by materials.
Added skills to unlock new armor.
Added blueprints to unlock new armor.
Added "Wall of Leaves" plant.
Added anti-radiation ointment. Protects against radiation accumulation.

Changed:
Decreased spawning of zombie bosses.
Increased healing for first aid kits.
Fixed non-working skills increasing armor protection and durability.
The "Sportsman" set has been moved to fabric armor.
Reworked and rebalanced armor characteristics.
Fixed "Grandpa's Moonshine".
Fixed mechanical turrets.
Fixed a bug with a flying shark.
Changed the effect of the anti-radiation tincture. Removes radiation.
Rewritten the system of passive skills that grow from using a certain type of weapon. Removed the error of resetting skills.
Fixed the error of disassembling on the disassembly table.
Changed the icons of wheels and Spare Parts.
Changes to the goat model.

Additional:
When receiving a new tier of tasks, an error occurs.
Some vehicles do not have spinning wheels.
The fire-spitting clip blocks the view. You need to take the weapon in your hands.

Sergeant. I've been following the mod for a long time. Great ideas. Have you tried replacing the rabbits with mice?
It is fun idea)))))



Hello, I have this error. I think it appears when I switch to a new chunk. How can I fix it?
try new patch

 
Good day! How can I read diagrams and logs in this modification? I can't read any diagrams. (Добрый день! А как в этой модификации можно читать схемы и журналы? Я не могу прочитать ни одни схему.)

 
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