Game lore:
After a scientific breakthrough in the study of the human genome, scientists have developed methods and technologies for preserving a cast of neural connections and a complete digital code of the physical body. And most importantly, they have learned to embody a copy of a person from this cast. It would seem that they have found a way to immortality. The ability to live life over and over again. After all, if a misfortune happens, you can always reincarnate from a saved cast. People began to create casts not only of themselves, but also of their homes, industrial buildings, and even garbage cans; they wanted to install special cells with modernized replication technologies. Which would allow storing objects of any size even in small containers. After all, a cast of the object is stored in the cell itself. And the object itself is broken down into atoms and placed in special storage facilities with similar miniaturization technologies. All this is done to not only reduce the size of the object, but also its weight. And at the right time, you can recreate the object back. A kind of 3D printer turned out. Another advantage is that food products stored in casts do not spoil.
Everything is like in a fairy tale. But the installation of individual data centers to store all this data is very expensive, and the data centers themselves occupy huge territories. To avoid this, it was decided to create regional data centers that cover entire settlements. The place for the experimental implementation of global changes was Navezgan County, Arizona. For a short time, the county became a fairy tale place. No, there were no flying cars or futuristic buildings. This is only beautiful in the movies. In real life, such things create more problems than conveniences. The fairy tale was that people kept casts of their plots of land and, depending on their mood, loaded the desired cast. If you want spring, here is spring in the middle of winter.
What caused the anomaly is unknown. But in an instant, the county was covered in fog. Any attempts to get through the fog ended in the complete or partial destruction of electronics. And living beings are simply pushed back. The only way to cross it was by air. The landing party seemed to pass through the fog cap, but no one returned. The most interesting thing is that despite the losses and uncertainty, new expedition groups are gathering for research.
There are two goals here:
1. While the expedition group is in the exclusion zone, the weekly horde of infected does not emerge from the fog and does not destroy the surrounding settlements. Most likely, they are focusing on the expedition group. If you want to save the living, hold out as long as possible.
2. In general, understand where these creatures came from. For convenience, they are saved in the database as "Zombie spider (Phase 3)" or "Wild cleaner (Phase 5)". This is more informative than OZT0-12/3 or OZT1-14/5. The 295th expedition group has already been formed. Quite a bit has been studied. But what is happening is unknown. And we need to find out, understand and put an end to this obscurantism.
What has been changed:
1. New items have been added. For example, "Miniaturization Cell", which is obtained by disassembling any container with cells, even a trash can. Or "Pine Resin", obtained from pine trees to obtain glue when playing without cities and traders.
2. The properties of some existing items have been changed. For example, a sleeping bag, when sitting on it, starts the healing process (Thanks to the author of the mod "Resting Buff Timeskip (A21)" dazawmbie - I borrowed the idea from him). Also, alcoholic drinks and the "Cigar" mod, in addition to standard buffs, now give a debuff to reduce mobility. In return, alternative items have been added that give the same buffs, but are not prohibited substances.
3. Revised and added new additional buffs for armor sets, which allows dividing them into 5 groups: sets "Perception", "Strength", "Endurance", "Dexterity", "Intelligence". In the corresponding skill branches, abilities have been added to improve the drop of specific sets and separate ways to upgrade armor crafting depending on the chosen play style.
3.1. A bonus has been set for the Simple Armor set. Up to level 107 armor crafting skill, for each damage to the character, the armor crafting skill level will increase.
4. Skills have been revised. Some skills have been combined, new ones have been added, and skill levels have also been changed.
4.1. Weapon quality increases base damage and that's it. You need to upgrade skills. For example, a 6th-quality Sniper Rifle with attachments and without skill upgrades deals much less damage than a Pipe Rifle with skills upgraded to the maximum.
4.2. The Pack Mule skill increases the maximum stamina pool. Adds up to 200 stamina units to the current value.
4.3. The Stone Skin skill increases the maximum health pool. Adds up to 200 health units to the current value.
5. Crafting skill upgrades have also received additions. Upgrade levels have been increased to 1000. In addition to magazines, skills are now upgraded by using the corresponding weapons or by disassembling the corresponding blocks.
5.1. To upgrade the first weapon, you need to use a weapon of this tier or a weapon from a higher tier. For example, a pipe machine gun can upgrade skills to the second tier, and for further upgrades, you will need a weapon of the corresponding tier.
5.2. Mining tools are pumped up by mining basic resources from trees, stone, iron, etc. Simply breaking blocks does not pump up skills. Processing tools are also pumped up when used for their intended purpose.
5.3. Skills for crafting transport, traps, and electrical appliances are pumped up when dismantling the corresponding blocks using processing tools.
5.4. Culinary skills are pumped up by eating self-cooked food. For this purpose, food in the game is divided into 2 groups: purchased or mined, and self-cooked.
5.5. Medical skills are pumped up by using medicines of the corresponding tier.
5.6. At the last stages of pumping up weapons, it will be possible to produce modified weapons that will be more rapid-fire and deadly than their serial counterparts.
6. Tasks and rewards for them have been reworked. Dukes have been removed from the rewards as a mandatory item - they can be one of the options to choose from. The list of relatively important resources has been left, medicines of all types and certain types of dishes have been added. Starting from the third tier of tasks, only sets of modifications, weapons or traps will be offered to choose from.
6.1. The tasks "Bring", "Cleanup", "Buried Supplies" and "Bring/Cleanup" have been combined into one name - "Data Collection". Before activating the location, it is difficult to understand the type of task. In case of finding supplies, after returning to the trading terminal, in addition to the reward, you can receive "Decrypted fragment of the researchers' report", which is necessary for reports within the expedition.
6.2. The social task "Long Way Home" has been added, in which you need to collect the remains of the region's residents and bury them. The tasks are optional, they are launched using the "Social Debt Sheet". The sheet may contain requests to create 10, 50, 100 or 500 graves. Experience and dukes will not be given for completing it, since this is a social task. But any gratuitous act will not go without a reward.
6.3. The tasks "Restore power" and "Invasion" have also been left, which have been renamed to "Intranet" and "Disinfestation". In the future, it is planned to add the ability to teleport between trading terminals within the "Intranet" task.
6.4. The quality of some rewards depends on the difficulty level of the game.
7. Based on the difficulty level of the game, some penalties may be applied when a player dies:
But an item has been added to the game that can disable penalties. This is a reward for one of the stages of the social quest "The Long Way Home"
8. Zombies, their characteristics and conditions of appearance have been reworked.
8.1. Zombies from 3 difficulty levels (normal, wild and irradiated) have been improved to 14 zombie levels and a group of bosses.
8.2. Zombies are divided into Normal zombies (Phase 1 to 5), Wild zombies (Phase 1 to 5) and Irradiated zombies (Phase 1 to 4).
8.2.1. In the open world, Normal zombies are most often encountered (Phase 1 and 2), less often (Phase 3-5). Wild zombies may appear at night (Phase 1-2). Irradiated individuals may also be encountered in the wasteland.
8.2.2. In locations and on the night of the horde, non-enhanced zombies, such as "Zombie Nurse", will correspond to the stage of the game:
8.2.3. For enhanced ones, a separate table of characteristics.
8.2.4. Some zombies have their own AOE attacks. For example, the "Smoldering Zombie" sets all creatures within a 2.5 block radius on fire when attacking. But it also takes damage. The zombie soldier is a mini version of the destroyer. It deals less damage to blocks and launches when its HP drops below 30% of its maximum.
8.2.5. The destroyer itself, in addition to its native capabilities, also received a launcher that launches 4 missiles at a time. The damage to the character is not great, but it hits blocks with up to 2500 units of explosion damage (Thanks to the author of the mod "Snufkin Custom Zombies Plus (A20)". I spied on his solution).
8.3. When dismantling zombie corpses, you can get resources or items corresponding to the zombie type. The probability of dropping depends on the zombie phases.
8.3.1. For example, you can get pieces of cloth, old money from a zombie businessman
8.3.2. From zombie party girls pieces of fabric, pieces of precious stones or gold
8.3.3. Some zombies have external clues in the form of decorative elements that will tell you what can drop from a particular individual. For example, "Reanimated Corpse". In common parlance, Stevie. A steel knuckle was stuck in his face. So, when disassembling the corpse, we can get pieces of fabric, parts of a steel knuckle, or if we're lucky, the knuckle itself.
8.3.3. Based on the meaning of what this type can have, you can understand about the drop. For example, zombie soldier. It can drop assault rifle ammo, the rifle itself, part of an assault rifle, parts of armor or a cell with miniaturization. He must store weapons somewhere. Since he doesn't carry them in plain sight.
8.3.4. "Infected Survivor" can give a magazine for the workstation crafting skill with a probability of up to 10%. He survived, which means he can build something out of nothing.
8.3.5. All zombies have a non-zero chance of dropping the "Biomaterial" resource, which is needed to craft a reinforced charge.
8.4. A group of bosses has been added. "Coordinator (Phase 1 to 4)" and "Main Ghoul (Boss 1)":
9. Resource extraction from zombie animals and omnivores has been changed. When disassembling them, you can get inedible entrails. The entrails can be split and get an amino acid cocktail. It is called "Basic material for organic compounds". You can make food, drink or entry-level medicine from it. All manipulations can be done without workstations.
9.1. The meat of predatory animals also cannot be used for food. However, their bones and skin can be used for crafting
9.2. Herbivores drop more meat resources. Their parts can be used completely.
10. Rotten meat is also not used in recipes. When used as food, there is a 97% chance of getting the "Dysentery" debuff. But you can split it and get "Basic material for organic compounds"
11. A limitation on rebirths has been added to the game. Initially, 3 reserve replications are given. For completing each stage of the expedition, you can get 1 more. In total, you can have 10 reserve replications.
11.1. When the amount of reserves drops to 0, either you will complete the next stage of the expedition and will be able to get 1 more reserve replication, or the infection will kill you in a few game hours. It is impossible to cure the infection, since it develops faster than treatment. The infection will not disappear with rebirth. You will die every few game hours.
12. Locations are divided into stages. For comfortable development, it is better to observe the order of visiting the Boim. You should not come to the wasteland before level 40-50. Tests have shown that with a very high probability you will simply waste 1 reserve replication.
12.1. Pine forest. The weather is clear. Zombies on the streets until Phase 2.
12.2. Desert. The weather is hot. Very rare rain. Zombies on the streets until Phase 4.
12.3. Burnt Forest. Variable weather: light wind and not much wind. Zombies on the streets until Phase 4.
12.4. Snow. Cloudy weather. Temperature decreased. Constant snowfall. Zombies on the streets until Phase 5. Bears and Pumas.
12.5. Wasteland. Cloudy weather. Constant fog. Zombies on the streets until Wild Zombies Phase 3. Zombie Bear and Dire Wolf.
13. Attributes have also been reworked.
13.1. Perception. Increases the sneak damage bonus to 100%.
13.2. Strength. Increases mobility to 50%. Reduces stamina recovery penalties to 30%. Reduces stamina consumption during a jump to 80%.
13.3. Fortitude. Increases maximum health to 200 units.
13.4. Agility. Reduces incoming damage to 5%. Reduces the chance of receiving negative effects to 20%.
13.5. Intellect. Increases experience gained to 50%.
You can find other things during the game yourself.
Future plans for the development of the mod:
1. Add key locations to expand the storyline and add side quests.
2. Refine zombies to create more tricky situations during the clearing of locations. For example, add a "Swarm" of small zombies to the game. A group of 10-15 individuals appearing at the same time.
3. Add a parachute module to the game, which will allow you to hover in the air and fly between tall buildings.
4. Refine and add scuba gear to create underwater bases
5. Add a teleport system between merchants. So far in the plans. But I think it will work out.
To report any bugs or suggest ways to improve the mod, you can write to Discord
For now, the mod is focused on single-player. Due to the changed mechanics, co-op is not yet available.
Download: https://www.nexusmods.com/7daystodie/mods/6054?tab=files
After a scientific breakthrough in the study of the human genome, scientists have developed methods and technologies for preserving a cast of neural connections and a complete digital code of the physical body. And most importantly, they have learned to embody a copy of a person from this cast. It would seem that they have found a way to immortality. The ability to live life over and over again. After all, if a misfortune happens, you can always reincarnate from a saved cast. People began to create casts not only of themselves, but also of their homes, industrial buildings, and even garbage cans; they wanted to install special cells with modernized replication technologies. Which would allow storing objects of any size even in small containers. After all, a cast of the object is stored in the cell itself. And the object itself is broken down into atoms and placed in special storage facilities with similar miniaturization technologies. All this is done to not only reduce the size of the object, but also its weight. And at the right time, you can recreate the object back. A kind of 3D printer turned out. Another advantage is that food products stored in casts do not spoil.
Everything is like in a fairy tale. But the installation of individual data centers to store all this data is very expensive, and the data centers themselves occupy huge territories. To avoid this, it was decided to create regional data centers that cover entire settlements. The place for the experimental implementation of global changes was Navezgan County, Arizona. For a short time, the county became a fairy tale place. No, there were no flying cars or futuristic buildings. This is only beautiful in the movies. In real life, such things create more problems than conveniences. The fairy tale was that people kept casts of their plots of land and, depending on their mood, loaded the desired cast. If you want spring, here is spring in the middle of winter.
What caused the anomaly is unknown. But in an instant, the county was covered in fog. Any attempts to get through the fog ended in the complete or partial destruction of electronics. And living beings are simply pushed back. The only way to cross it was by air. The landing party seemed to pass through the fog cap, but no one returned. The most interesting thing is that despite the losses and uncertainty, new expedition groups are gathering for research.
There are two goals here:
1. While the expedition group is in the exclusion zone, the weekly horde of infected does not emerge from the fog and does not destroy the surrounding settlements. Most likely, they are focusing on the expedition group. If you want to save the living, hold out as long as possible.
2. In general, understand where these creatures came from. For convenience, they are saved in the database as "Zombie spider (Phase 3)" or "Wild cleaner (Phase 5)". This is more informative than OZT0-12/3 or OZT1-14/5. The 295th expedition group has already been formed. Quite a bit has been studied. But what is happening is unknown. And we need to find out, understand and put an end to this obscurantism.
What has been changed:
1. New items have been added. For example, "Miniaturization Cell", which is obtained by disassembling any container with cells, even a trash can. Or "Pine Resin", obtained from pine trees to obtain glue when playing without cities and traders.
2. The properties of some existing items have been changed. For example, a sleeping bag, when sitting on it, starts the healing process (Thanks to the author of the mod "Resting Buff Timeskip (A21)" dazawmbie - I borrowed the idea from him). Also, alcoholic drinks and the "Cigar" mod, in addition to standard buffs, now give a debuff to reduce mobility. In return, alternative items have been added that give the same buffs, but are not prohibited substances.
3. Revised and added new additional buffs for armor sets, which allows dividing them into 5 groups: sets "Perception", "Strength", "Endurance", "Dexterity", "Intelligence". In the corresponding skill branches, abilities have been added to improve the drop of specific sets and separate ways to upgrade armor crafting depending on the chosen play style.
3.1. A bonus has been set for the Simple Armor set. Up to level 107 armor crafting skill, for each damage to the character, the armor crafting skill level will increase.
4. Skills have been revised. Some skills have been combined, new ones have been added, and skill levels have also been changed.
4.1. Weapon quality increases base damage and that's it. You need to upgrade skills. For example, a 6th-quality Sniper Rifle with attachments and without skill upgrades deals much less damage than a Pipe Rifle with skills upgraded to the maximum.
4.2. The Pack Mule skill increases the maximum stamina pool. Adds up to 200 stamina units to the current value.
4.3. The Stone Skin skill increases the maximum health pool. Adds up to 200 health units to the current value.


5. Crafting skill upgrades have also received additions. Upgrade levels have been increased to 1000. In addition to magazines, skills are now upgraded by using the corresponding weapons or by disassembling the corresponding blocks.
5.1. To upgrade the first weapon, you need to use a weapon of this tier or a weapon from a higher tier. For example, a pipe machine gun can upgrade skills to the second tier, and for further upgrades, you will need a weapon of the corresponding tier.
5.2. Mining tools are pumped up by mining basic resources from trees, stone, iron, etc. Simply breaking blocks does not pump up skills. Processing tools are also pumped up when used for their intended purpose.
5.3. Skills for crafting transport, traps, and electrical appliances are pumped up when dismantling the corresponding blocks using processing tools.
5.4. Culinary skills are pumped up by eating self-cooked food. For this purpose, food in the game is divided into 2 groups: purchased or mined, and self-cooked.
5.5. Medical skills are pumped up by using medicines of the corresponding tier.
5.6. At the last stages of pumping up weapons, it will be possible to produce modified weapons that will be more rapid-fire and deadly than their serial counterparts.

6. Tasks and rewards for them have been reworked. Dukes have been removed from the rewards as a mandatory item - they can be one of the options to choose from. The list of relatively important resources has been left, medicines of all types and certain types of dishes have been added. Starting from the third tier of tasks, only sets of modifications, weapons or traps will be offered to choose from.
6.1. The tasks "Bring", "Cleanup", "Buried Supplies" and "Bring/Cleanup" have been combined into one name - "Data Collection". Before activating the location, it is difficult to understand the type of task. In case of finding supplies, after returning to the trading terminal, in addition to the reward, you can receive "Decrypted fragment of the researchers' report", which is necessary for reports within the expedition.
6.2. The social task "Long Way Home" has been added, in which you need to collect the remains of the region's residents and bury them. The tasks are optional, they are launched using the "Social Debt Sheet". The sheet may contain requests to create 10, 50, 100 or 500 graves. Experience and dukes will not be given for completing it, since this is a social task. But any gratuitous act will not go without a reward.
6.3. The tasks "Restore power" and "Invasion" have also been left, which have been renamed to "Intranet" and "Disinfestation". In the future, it is planned to add the ability to teleport between trading terminals within the "Intranet" task.
6.4. The quality of some rewards depends on the difficulty level of the game.
7. Based on the difficulty level of the game, some penalties may be applied when a player dies:

But an item has been added to the game that can disable penalties. This is a reward for one of the stages of the social quest "The Long Way Home"
8. Zombies, their characteristics and conditions of appearance have been reworked.
8.1. Zombies from 3 difficulty levels (normal, wild and irradiated) have been improved to 14 zombie levels and a group of bosses.
8.2. Zombies are divided into Normal zombies (Phase 1 to 5), Wild zombies (Phase 1 to 5) and Irradiated zombies (Phase 1 to 4).
8.2.1. In the open world, Normal zombies are most often encountered (Phase 1 and 2), less often (Phase 3-5). Wild zombies may appear at night (Phase 1-2). Irradiated individuals may also be encountered in the wasteland.
8.2.2. In locations and on the night of the horde, non-enhanced zombies, such as "Zombie Nurse", will correspond to the stage of the game:

8.2.3. For enhanced ones, a separate table of characteristics.
8.2.4. Some zombies have their own AOE attacks. For example, the "Smoldering Zombie" sets all creatures within a 2.5 block radius on fire when attacking. But it also takes damage. The zombie soldier is a mini version of the destroyer. It deals less damage to blocks and launches when its HP drops below 30% of its maximum.
8.2.5. The destroyer itself, in addition to its native capabilities, also received a launcher that launches 4 missiles at a time. The damage to the character is not great, but it hits blocks with up to 2500 units of explosion damage (Thanks to the author of the mod "Snufkin Custom Zombies Plus (A20)". I spied on his solution).
8.3. When dismantling zombie corpses, you can get resources or items corresponding to the zombie type. The probability of dropping depends on the zombie phases.
8.3.1. For example, you can get pieces of cloth, old money from a zombie businessman
8.3.2. From zombie party girls pieces of fabric, pieces of precious stones or gold
8.3.3. Some zombies have external clues in the form of decorative elements that will tell you what can drop from a particular individual. For example, "Reanimated Corpse". In common parlance, Stevie. A steel knuckle was stuck in his face. So, when disassembling the corpse, we can get pieces of fabric, parts of a steel knuckle, or if we're lucky, the knuckle itself.
8.3.3. Based on the meaning of what this type can have, you can understand about the drop. For example, zombie soldier. It can drop assault rifle ammo, the rifle itself, part of an assault rifle, parts of armor or a cell with miniaturization. He must store weapons somewhere. Since he doesn't carry them in plain sight.
8.3.4. "Infected Survivor" can give a magazine for the workstation crafting skill with a probability of up to 10%. He survived, which means he can build something out of nothing.
8.3.5. All zombies have a non-zero chance of dropping the "Biomaterial" resource, which is needed to craft a reinforced charge.
8.4. A group of bosses has been added. "Coordinator (Phase 1 to 4)" and "Main Ghoul (Boss 1)":

9. Resource extraction from zombie animals and omnivores has been changed. When disassembling them, you can get inedible entrails. The entrails can be split and get an amino acid cocktail. It is called "Basic material for organic compounds". You can make food, drink or entry-level medicine from it. All manipulations can be done without workstations.
9.1. The meat of predatory animals also cannot be used for food. However, their bones and skin can be used for crafting
9.2. Herbivores drop more meat resources. Their parts can be used completely.
10. Rotten meat is also not used in recipes. When used as food, there is a 97% chance of getting the "Dysentery" debuff. But you can split it and get "Basic material for organic compounds"
11. A limitation on rebirths has been added to the game. Initially, 3 reserve replications are given. For completing each stage of the expedition, you can get 1 more. In total, you can have 10 reserve replications.
11.1. When the amount of reserves drops to 0, either you will complete the next stage of the expedition and will be able to get 1 more reserve replication, or the infection will kill you in a few game hours. It is impossible to cure the infection, since it develops faster than treatment. The infection will not disappear with rebirth. You will die every few game hours.
12. Locations are divided into stages. For comfortable development, it is better to observe the order of visiting the Boim. You should not come to the wasteland before level 40-50. Tests have shown that with a very high probability you will simply waste 1 reserve replication.
12.1. Pine forest. The weather is clear. Zombies on the streets until Phase 2.
12.2. Desert. The weather is hot. Very rare rain. Zombies on the streets until Phase 4.
12.3. Burnt Forest. Variable weather: light wind and not much wind. Zombies on the streets until Phase 4.
12.4. Snow. Cloudy weather. Temperature decreased. Constant snowfall. Zombies on the streets until Phase 5. Bears and Pumas.
12.5. Wasteland. Cloudy weather. Constant fog. Zombies on the streets until Wild Zombies Phase 3. Zombie Bear and Dire Wolf.
13. Attributes have also been reworked.
13.1. Perception. Increases the sneak damage bonus to 100%.
13.2. Strength. Increases mobility to 50%. Reduces stamina recovery penalties to 30%. Reduces stamina consumption during a jump to 80%.
13.3. Fortitude. Increases maximum health to 200 units.
13.4. Agility. Reduces incoming damage to 5%. Reduces the chance of receiving negative effects to 20%.
13.5. Intellect. Increases experience gained to 50%.
You can find other things during the game yourself.
Future plans for the development of the mod:
1. Add key locations to expand the storyline and add side quests.
2. Refine zombies to create more tricky situations during the clearing of locations. For example, add a "Swarm" of small zombies to the game. A group of 10-15 individuals appearing at the same time.
3. Add a parachute module to the game, which will allow you to hover in the air and fly between tall buildings.
4. Refine and add scuba gear to create underwater bases
5. Add a teleport system between merchants. So far in the plans. But I think it will work out.
To report any bugs or suggest ways to improve the mod, you can write to Discord
For now, the mod is focused on single-player. Due to the changed mechanics, co-op is not yet available.
Download: https://www.nexusmods.com/7daystodie/mods/6054?tab=files
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