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28 Alphas Later

28 Alphas Later 2025-08-31

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Hells_Janitor submitted a new resource:

28 Alphas Later - Will you survive?

28 Alphas Later - now for v2
Will you survive?

The idea behind this mod is to slow progression, make traders less powerful, and generally extend the time for a playthrough, while keeping the vanilla look and feel.

31/08/25mod version 2.3.0.0, Updated for v2.3 of 7 Days to Die

FEATURES

GENERAL GAMEPLAY

Player starts with a new debuffDespair.

As your despair increases, so your abilities will be negatively affected. If despair reaches 100%, you'll be seconds from death.

Conversely, if...

Read more about this resource...
 
update 2.3.0.1

Plague Spitters' spawn frequency, movement speed, health, and ranged attack cooldown all lowered
Reduced the wellness penalty for sham sandwiches to -1 (was -5)
Added stats window in the UI for despair meds
Added correct eating meshes and animations for cooked cans and honeycomb
increased duration for Yucca Smoothie buffs (doubled in duration)
changed the screen effect for envenomed debuff
lowered loot probabilities for soldiers to drop weapons
Added antivenom as a rare medical item in loot
removed Lumberjacks from 'general' entity spawns
Added a buff check for boiled water while a helmet filter is equipped
increased hyperthermal resistance from Yucca Juice (was 5, is now 10)
Re-added the Better Barter perk, including trader stock bonus from Daring Adventurer
Dirt bike now unlocks correctly
changed unlock level for the sawmill so it unlocks with the workbench
Removed wasteland zombies from biome night spawns
changed spawn cooldown between biome spawns for biome spawns during the day
 
it's untested, so I can't answer for sure, but you're more than welcome to try. If you do try, I'd love to hear what your results are/were :)
 
So far so good. It starts up fine, shows the additional weapons in crafting as well as the changes IZY makes to ammo. One question though, I put a point into gunslinger to increase chance to get 9mm weapons and ammo. I found 9mm ammo when scavenging but it only was 1 bullet. I was wondering if that is a mod thing or something conflicting between your mod and IZY. I have never seen situation in which you only find 1 bullet. Thanks
 
the loot quantity is reduced in the mod. In my testing, this is quite common. Glad you got the mod working with mine though - would love to hear more feedback as you progress :)
 
Hi, now when trader quests are gone, what else we can do? Is there any events in the game or goal is to make it pure sandbox?

For some reason i can't make traders vulnerable to attacks anymore (s-core latest ver.). Would be nice to be able to protect them from getting killed by zombies, and if some of them die you are forced to find another, if they all die, you wont have access to some key items and res that can be obtain only from them. I know that they respawn after death, but maybe is possible to replace them with some entity or grave block after they die lol.
Nice that u removed TraderArea protection, mod feels a bit more realistic now, only one problem left, invincible trader. :)
 
AFAIK, traders cannot die. I'm not overly familiar with Score - I only used it in the past for the lockpicking minigame. If I can figure out a way to do what you've suggested, I'll look into it, but for now, the trader compound is unprotected, and the traders themselves are invulnerable.

To answer your other question, 'what is there to do?' - loot POIs, kill zombies, build defences, try and survive
🤷‍♂️

I do plan to make the trader quests a toggleable option from the main menu settings at some point, but for now, questing is off permanently.
 
I do plan to make the trader quests a toggleable option from the main menu settings at some point, but for now, questing is off permanently.
That is awesome...

In previous alphas u could kill trader if u enable that feature in s-core, currently it's not working...Locks, food spoilage and preservation, option to make traders vulnerable, punching objects and entities with bare hands will get you hurt a bit, NPC support etc..Those are some of the features that i found very usefull.
 
HJ, Hi, hope all is well. I have not encountered any issues with the IZY mod but then again I have not been able to get far in your mod. I saw FranticDan playing it and it looks great, so I started playing it. But I am nowhere near Dan's ability and I keep dying, even though I am on lowest difficulty setting. So, I wish you luck with the mod and all future endeavors but this one's beyond me so hopefully someone else will be able to test IZY's mod and yours together. All the best
 
HJ, Hi, hope all is well. I have not encountered any issues with the IZY mod but then again I have not been able to get far in your mod. I saw FranticDan playing it and it looks great, so I started playing it. But I am nowhere near Dan's ability and I keep dying, even though I am on lowest difficulty setting. So, I wish you luck with the mod and all future endeavors but this one's beyond me so hopefully someone else will be able to test IZY's mod and yours together. All the best
This overhaul is more for expirianced players, kinda hard...if you are new player, should play vanilla first until u learn game mechanics etc..
 
IMPORTANT

20/09/25 mod version 2.3.1.0 changelog (NEW SAVE RECOMMENDED):

  • Crafting research:
  • Magazines have been COMPLETELY removed, and replaced with Research Papers. These papers allow you to unlock crafting items and levels in any order you please, as long as you have enough.
  • Research papers are mostly found in zombie corpse loot, and everywhere magazines and books would usually be found, plus a few other places too.
  • You must have research papers in your inventory to unlock crafting skills, and the cost of skills scales as your crafting skill increases.
  • Legendary melee weapons added. There's a paintbrush, pitchfork, scythe, and rake. All of these weapons can be found in POI endloot chests, in the wasteland ONLY.
  • The higher the tier of POI, the more likely you are to find one of these weapons.
  • Research from zombie corpses has been increased in the wasteland biome. Every corpse in the wasteland will have research, and if the zombie would normally have research, that research is doubled in quantity.
  • Traders are more expensive to buy from and sell to.
  • Crops take longer to grow.
  • Food recipes requiring crops now require 50% more crops to make.
  • Lavender oil is more expensive to craft.
  • Lavender seeds crop cost now in line with all other crops.
  • Despair med blocker - there's now a tooltip to warn you if you are treating you despair with your environment, and will prevent you from wasting despair medication.
  • Chicken coop and tools added.
  • Beehive and tools added. Bees can be found in treestumps.
  • Chickens can now be caught by pressing 'E' when close enough. They can be used in a chicken coop for eggs, and/or cooked.
  • Rabbits can be caught by pressing 'E' when close enough. They can be cooked.
  • Dew collector removed, and the challenge for placing it replaced with placing a chicken coop.
  • Workbench combine function reworked. You can now only repair items up to your current crafting skill for that item. Improving items by combining now requires the matching crafting skill level.
  • Corpse hit points increased.
  • Solar bank is now craftable.
  • Sham sandwiches can be used for Sham chowder.
  • Action Skills have been reworked to account for 100% of your skill, and relevant perks removed. Remaining perks have had their skill point cost revised.
  • Attribute mods removed, and the cigar reworked for a bartering bonus only.
  • Dirt bike rear wheel mesh issue fixed.
  • Wetness now applies regardless of biome progression. If it rains, you get wet.
  • Frozen zombies are now less blue, and more white.
  • Localization tweaks and fixes, loot table revisions and other small fixes.
 

5/10/25 mod version 2.4.1.0 changelog:

This update should be save game safe, but ensure you BACK UP YOUR SAVE first!

If you are starting a new save, especially a new RWG map, the new ores will appear randomly in biomes.​

If you are NOT starting a new save, you should find new ore nodes in areas of the map that you have NOT YET DISCOVERED, ie, any area of the map still 'greyed out'​


  • Added 4 custom ores: chromium (wasteland, required for steel production), limestone (burnt biome, needed for concrete production), copper (snow biome, a component for brass production), and zinc (desert biome, another component for brass production). All ores can be mined and smelted in the forge.
  • Forge now has 3 input slots.
  • Fixed a bug with challenges for reading magazines; replaced with collecting research papers.
  • Re-added charged and infernal zombie archetypes, but lowered their base health to be in line with radiated zombies.
  • Removed the double damage from rad businessmen and rad utility workers.
  • Added a 25% damage buff to radiated, infernal, and charged zombies.
  • Added a 50% damage boost to wight zombies.
  • Fixed bloodmoon entity groups so all zombies appear at the correct game stage.
  • Fixed custom biker armour so it has the correct mod slots, in line with all other armour types.
  • Lowered the count of portable device batteries in Mo Power shelves.
  • Lowered the amount of all firearm ammo in loot.
  • Added a new Legendary weapon, 'Subquake's Indignation'.
  • Adjustments for recipes, including new ore bundles.
  • Changed the Packmule damage mitigated sound to a more suitable one.
  • All schematics and books can be scrapped to research paper.
  • Cleaned up the UI crafting queue for the wood-burning stove.
  • Capped research paper requirements to a maximum of 2k per level.
  • Fixed the sounds when capturing rabbits.
  • Added WookieNookies video game options mod.
  • Various tweaks and localization fixes.
 
Does this mod support 2.4 ? i update the config to use "RWG" in the settings drop down in my host. but same thing. I dont know what im doing wrong when all i did was upload the mod. from the provided zip to a fresh install of the game.. with no config changes other than the map selection. any assist is appreciated.
 
Does this mod support 2.4 ? i update the config to use "RWG" in the settings drop down in my host. but same thing. I dont know what im doing wrong when all i did was upload the mod. from the provided zip to a fresh install of the game.. with no config changes other than the map selection. any assist is appreciated.
works perfectly on 2.4 (b6). This issue is possibly caused by the WMMVideoOptions mod (as you mentioned 'host', I'm assuming you're running this on a server?). That part of the mod does NOT need to be uploaded to the server - it's client-side only.

From the screenshot it's hard to tell - an actual log would be more useful. Make sure everything is installed correctly, and that EAC is turned off,. but without a logfile I can't say for certain.
 
yes its running on a hosted service. (dahost). i tried with and without the wmmvidoptions mod. in the server as well as my client. (with and without) ill attache the log file .... in a few min. thank y ou so much @Hells_Janitor for repling !!
 
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Post automatically merged:

<?xml version="1.0"?>
<ServerSettings>
<property name="ServerName" value="--TK--"/>
<property name="ServerDescription" value="A 7 Days to Die server"/>
<property name="ServerWebsiteURL" value=""/>
<property name="ServerPassword" value=""/>
<property name="ServerLoginConfirmationText" value=""/>
<property name="Region" value="Europe"/>
<property name="Language" value="English"/>
<property name="ServerPort" value="18937"/>
<property name="ServerVisibility" value="2"/>
<property name="ServerDisabledNetworkProtocols" value="SteamNetworking"/>
<property name="ServerMaxWorldTransferSpeedKiBs" value="512"/>
<property name="ServerMaxPlayerCount" value="8"/>
<property name="ServerReservedSlots" value="0"/>
<property name="ServerReservedSlotsPermission" value="100"/>
<property name="ServerAdminSlots" value="0"/>
<property name="ServerAdminSlotsPermission" value="0"/>
<property name="WebDashboardEnabled" value="false"/>
<property name="WebDashboardPort" value="18939"/>
<property name="WebDashboardUrl" value="http://john.dathost.net:18939/"/>
<property name="EnableMapRendering" value="false"/>
<property name="TelnetEnabled" value="true"/>
<property name="TelnetPort" value="18938"/>
<property name="TelnetPassword" value="xxxxxx"/>
<property name="TelnetFailedLoginLimit" value="10"/>
<property name="TelnetFailedLoginsBlocktime" value="10"/>
<property name="TerminalWindowEnabled" value="true"/>
<property name="AdminFileName" value="serveradmin.xml"/>
<property name="ServerAllowCrossplay" value="false"/>
<property name="EACEnabled" value="false"/>
<property name="IgnoreEOSSanctions" value="false"/>
<property name="HideCommandExecutionLog" value="0"/>
<property name="MaxUncoveredMapChunksPerPlayer" value="131072"/>
<property name="PersistentPlayerProfiles" value="false"/>
<property name="MaxChunkAge" value="-1"/>
<property name="SaveDataLimit" value="-1"/>
<property name="GameWorld" value="RWG"/>
<property name="WorldGenSeed" value="MyGame"/>
<property name="WorldGenSize" value="6144"/>
<property name="GameName" value="MyGame"/>
<property name="GameMode" value="GameModeSurvival"/>
<property name="GameDifficulty" value="1"/>
<property name="BlockDamagePlayer" value="100"/>
<property name="BlockDamageAI" value="100"/>
<property name="BlockDamageAIBM" value="100"/>
<property name="XPMultiplier" value="100"/>
<property name="PlayerSafeZoneLevel" value="5"/>
<property name="PlayerSafeZoneHours" value="5"/>
<property name="BuildCreate" value="false"/>
<property name="DayNightLength" value="60"/>
<property name="DayLightLength" value="18"/>
<property name="BiomeProgression" value="true"/>
<property name="StormFreq" value="100"/>
<property name="DeathPenalty" value="1"/>
<property name="DropOnDeath" value="1"/>
<property name="DropOnQuit" value="0"/>
<property name="BedrollDeadZoneSize" value="15"/>
<property name="BedrollExpiryTime" value="45"/>
<property name="AllowSpawnNearFriend" value="2"/>
<property name="MaxSpawnedZombies" value="64"/>
<property name="MaxSpawnedAnimals" value="50"/>
<property name="ServerMaxAllowedViewDistance" value="12"/>
<property name="MaxQueuedMeshLayers" value="1000"/>
<property name="EnemySpawnMode" value="true"/>
<property name="EnemyDifficulty" value="0"/>
<property name="ZombieFeralSense" value="0"/>
<property name="ZombieMove" value="0"/>
<property name="ZombieMoveNight" value="3"/>
<property name="ZombieFeralMove" value="3"/>
<property name="ZombieBMMove" value="3"/>
<property name="BloodMoonFrequency" value="7"/>
<property name="BloodMoonRange" value="0"/>
<property name="BloodMoonWarning" value="8"/>
<property name="BloodMoonEnemyCount" value="8"/>
<property name="LootAbundance" value="100"/>
<property name="LootRespawnDays" value="7"/>
<property name="AirDropFrequency" value="72"/>
<property name="AirDropMarker" value="true"/>
<property name="PartySharedKillRange" value="100"/>
<property name="PlayerKillingMode" value="3"/>
<property name="LandClaimCount" value="5"/>
<property name="LandClaimSize" value="41"/>
<property name="LandClaimDeadZone" value="30"/>
<property name="LandClaimExpiryTime" value="7"/>
<property name="LandClaimDecayMode" value="0"/>
<property name="LandClaimOnlineDurabilityModifier" value="4"/>
<property name="LandClaimOfflineDurabilityModifier" value="4"/>
<property name="LandClaimOfflineDelay" value="0"/>
<property name="DynamicMeshEnabled" value="true"/>
<property name="DynamicMeshLandClaimOnly" value="true"/>
<property name="DynamicMeshLandClaimBuffer" value="3"/>
<property name="DynamicMeshMaxItemCache" value="3"/>
<property name="TwitchServerPermission" value="90"/>
<property name="TwitchBloodMoonAllowed" value="false"/>
<property name="QuestProgressionDailyLimit" value="4"/>
<property name="UserDataFolder" value="/home/dathost/sevendaystodie_ds/SaveDir"/>
</ServerSettings>
Post automatically merged:

trying to find the Log
 
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