PC Bringing survival elements back into 7D2D ("tips" wanted)

There is no "mission zone" for the first chain of quests that end with the quest that takes you to the trader. You can literally walk to the opposite side of the map with the starter quests up and finish them there. The main draws for doing them where you spawn at are getting them out of the way and the initial spawn area is clear of hostiles till you leave it.  
I thought it was all about Traders missions. Sorry my bad, didn't read it through correctly. I pray for the option to skip a tutorial quests in Single Player game...

 
I will try not to put down anyone`s opinion. I feel like survival aspects are being neglected slowly indeed. The game is being transitioned into an open-world, tower defense, voxel game with RPG elements, with rather early attempts at relatively polished shooter mechanics. I don`t want to bite the hand that feeds (me/us) with content. My biased lensing solely involved.

Air-drops usually do not contain anything of value most of the time. There is no higher stake at obtaining them, I believe, that's the main problem.

I disabled loot respawn myself. There is already an additional reward after scoring the trader's mission.

In my solely biased perception, one of the small problems among many issues is a class system. Currently, going through the main unlock gate in Intelligence is obligatory for stronger potions. One main progression gate means less hassle if done right and ultimately makes this proposal within a grasp.

I never liked the candies mostly as a concept because sweets add a complete arcade feel to the game in my opinion. Simply put, buff on top of the other buff seems like taxation scheme on paper. After a brief realization of buffs, and their significance, I got used to them naturally. It`s not my cup of tea since I play from A11.

That`s one hardcore change here 🤩. I`m completely lost with that one. I never liked stockpiling dozens of different cans, which simply left me with mixed feelings.

Painkillers should bring relief to a pain (faster movement after serious injury, no blurry vision effect with concussion as someone mentioned above) instead of refilling the health bar.

Such abilities should be available in late mid-game or something.

Better not to mention anything about dukes. I`m gonna get charged with ideological subversion and domestic terrorism represented in heavy number of dislikes, if I ever attempt again.

Kinda OP at least in theory to find the cornfield in the early game, harvest all corn, and then keep a stockpile for later by yourself. In real-life, such event makes sense.

I`m for that at some point. Mostly as an optional feature or in higher difficulty level, Warrior and above. I used to be with the many ones, who demanded no penalty after death. Only to get more rookies into the game. So, please don`t aim at meee. 

I got lost with breadcrumb trail. I would like to have a map with a flamaster, so I could draw on it like in freaking Paint. No idea.

Leaving the mission zone cancels the action as we all probably know. So what`s the matter?

Strong emphasis on this perk makes in my view this game more arcade? I am not entirely sure by myself...

Sounds good at first glance. But, in reality the game will become more grindy, if that`s what You aim for.

I`m completely ignoring note quests. Treasure maps have to be even scarce and contain a real deal stuff inside, barely available in Forest biome.


1. Agreed. They're essentially free handouts as they stand, and they're generally not worth it either.

2. I honestly never saw the need for loot respawn in my SP world. I never loot the same POI anyway and besides, if I did, disabling this feature would encourage me to explore more of my world.

3. I'm still iffy on this one myself. If I get infected on day 1, I'm dead, no question about it. I don't know if the schematics for herbal or regular antibiotics are locked behind a certain gamestage (imo they should have a higher chance to spawn from Pop-N-Pills crates anyway), so until I find the recipe... I'll have to have a further think on this one. But it's either that or infection is as trivial as water.

4. I honestly only ever use rock busters, the salvaging candy, and sugar butts, and only for convenience. (For example, you can get the equivalent of 3/5 Salvage Operations by investing just two points into the perk while wearing shades so you don't have to invest into Perception, and then you chug the candy.) I probably won't miss them terribly though.

5. I'm honestly becoming a bigger fan of this stipulation the more I think about it. Sure I probably won't starve to death either way, but it'll encourage me to use foods I would normally never bother with, plus it will encourage farming. In a way this is a less restrictive version of the vegan challenge.

6. Oof

7. Not to mention the boars in one run will give you over a stack of meat (this is not counting Grace), AND they all respawn every 5 days. I'll probably allow myself to enter the POI, but not until I'm swimming in food anyway.

8. That would be sweet. Or just have the map be a 2D sketch.

9. I was referring to the tutorial questline, not a trader quest.

10. That's why I asked Roland, and honestly, I've got more thinking to do one this one. Having to keep plant fibers on me at all times just to replace my level 2 stone axe at all times seems uninteresting to me.

11. You've hit the nail on the head on that last one imo.

(Forgot to comment on crafting first aid items. I might enable that but not before a certain milestone of some sort, but that might also seem a bit too gimmicky. Buuut I also don't want to be completely out of first aid supplies by x period in the game, so maybe that is when I'll lift the restriction.)

 
You might be able to get rid of the map by messing around with the "mapArea" window in XUi/windows.xml - or possibly even getting rid of it altogether. Again, I have not tried it.
I have a mod that makes the map not visible. There was a lot that I tried, but this was the only way I could get it to work and not have weird UI issues by just removing the XML section that makes it up.  The picture is old at this site, it’s bright white. And you can’t  put markers on it either, though there are some creative ways you can use to track things still, other than map coordinates:

https://7daystodiemods.com/?s=Remove+map

 
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I thought it was all about Traders missions. Sorry my bad, didn't read it through correctly. I pray for the option to skip a tutorial quests in Single Player game...


Just cancel the questline the moment it appears. ;)

There is also a modlet on the Mod Launcher that does just this but gives you the trader location and the 4 skill points, if that's what you're after.

I have a mod that makes the map not visible. The picture is old at this site, it’s bright white. And you can put markers on it either, though there are some creative ways you can use to track things still, other than map coordinates:

https://7daystodiemods.com/?s=Remove+map


OMG you are legitimately amazing. I'll definitely by using this in at least some of my future playthroughs. :)  Hopefully it'll be updated for A20 when it rolls around.

On a random side note, unless I am blind, the 7D2D perk calculator has been removed from the Internet? :(

I didn't intend to go into modded territory here, but does anyone know if there is a modlet out there that disables the time shown on the hud at the top of the screen, like in DF?

Such abilities should be available in late mid-game or something.


I could just pretend they are level gated. First aid bandages behind level 50 and first aid kits behind level 100.

 
About drawing on a map with flamaster I was joking. I only wanted to share nasty images with coordinates to my mates in general 🙃. But seriously, why we can`t have synchronized map discovery/reveal with leaders and other members 😦?

 
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Painkillers should bring relief to a pain (faster movement after serious injury, no blurry vision effect with concussion as someone mentioned above) instead of refilling the health bar.
I am at work right now so I can't check, but is it easy to XML edit out the HP gain from using painkillers?  If you could do that, then @MechanicalLensdoesn't have to use the honor system of not using them for a HP recovery get out of jail item.  Then all they could be used for is to treat concussions.

 
I am at work right now so I can't check, but is it easy to XML edit out the HP gain from using painkillers?  If you could do that, then @MechanicalLensdoesn't have to use the honor system of not using them for a HP recovery get out of jail item.  Then all they could be used for is to treat concussions.
Perhaps not to heal but temporarily suppress it at some point, same as the immobility after breaking a bone. The player then would lose less on speed and have a temporal solution in case of not having a splint.

 
I didn't intend to go into modded territory here, but does anyone know if there is a modlet out there that disables the time shown on the hud at the top of the screen, like in DF?


That's the UI-Hide-TheDayAndTime modlet that I mentioned (also by Dough). You're forgiven for not reading my wall of text. :)  

EDIT: to be clear, it hides the time AND the day. I personally prefer that, but maybe you just want to hide the time. You could probably figure out how to do that by looking at the code in that modlet, it's surprisingly simple.

 
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Immediately cancel the starting quest. It feels so much better choosing how you get started and you'll get those four skill points pretty quickly anyway.
I did this in my new playthrough that I started tonight.

I didn't think it would affect me, but I didn't count on one thing.  I am fine not having the first 4 perk points as it means I have tougher choices now on what to spend them on - combat vs survivability perks vs building.

No, the thing that got me was not having the locate trader quest.  I didn't realize how much of a "crutch" that quest was.  But I got to say I am loving it so far.  I picked a direction and continuing walking until I find a major road to follow.  I ended up having to clear out a POI I found to bunker down in the night.  In the morning, I got to figure out what I want to take with me and what I am going to leave behind.

 
What about not spending any points? Now that would be hardcore survival. No bacon/eggs until/unless you find the recipe in loot. Only using existing workstations, only using tools that you find except for level 1 stone tools. This might be too severe but I might just try it one day.

 
It would take some minor modding, but limiting stack sizes is something I do.

Regarding the ban on canned food, why not give them a minor chance of causing food poisoning? If would make them risky to rely on too often but still available as an alternative to rotten meat, etc.

 
What about not spending any points? Now that would be hardcore survival. No bacon/eggs until/unless you find the recipe in loot. Only using existing workstations, only using tools that you find except for level 1 stone tools. This might be too severe but I might just try it one day.


My first thousand hours playing this game had zero perks or skills to buy or progress. If you were serious about doing this you would probably need to change block damage to 200% or something as I think we could mine better back then since our ability was static throughout the game. But I can attest to the viability of the game without xp or perks or skills or quests or traders.

Makes you kind of wonder what we did day in and day out back then...lol

 
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