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CLASSIC Style HARDCORE

Thank you for the new version (CSH_v20.4.01). I'm having fun playing.

I will write one thing that I noticed. Please correct it when you have free time.
Bandana requires 2 pieces of cloth to make, but I can get 3 pieces of cloth by dismantling.
 

 
MOD version UPDATE - CSH_v20.4.02  (links are now in the OP and available on github) 

- a lot of small and no important fixes

- the texture pack has also been updated

(this should not be compatible with previous worlds and saves)

Still as a test. 

This is the version for A20.4! I will be waiting for the final patch for A20. If it be A20.5, then i will switch to it when confirming that it is final.

 
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MOD version UPDATE - CSH_v20.4.03 

- a lot of small and important fixes

(this not compatible with previous worlds and saves)

This is the version for A20.4! 

(i will be waiting for the final patch for A20. If it be A20.5, then i will switch to it when confirming that it is final)

 
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(Now, hotfix is included in the current version of the mod)

- fix an error "take all" from a loot-containers  (thank v3lt3r for the prompt bug report !)

 
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@LastTugBoat243

Be sure that you are installing the mod on А20.4 clean vanilla.

Or you can try to install it manually - by unpacking from the archive.
I don't have any more ideas...

Installing the mod does not require any non-standard actions:

1. make a copy of pure vanilla and run it to make sure it works.

2. unpack the mod into the vanilla directory agreeing to replace the files.

3. launch via 7DaysToDie.exe

 
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MOD version UPDATE - CSH_v20.6.01 

- including fix when the player received a buff on each hit

(this not compatible with previous worlds and saves)

Now this version for A20.6. 

 
The sources are updated, the hotfix is included in the version.
Download the mod files again.

 
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MOD version UPDATE - CSH_v20.6.02 (test version)

-  there is incomplete content and a possible imbalance associated with it.

(this not compatible with previous worlds and saves)

Download:  CSH v20.6.02     (this  version - it will not be present in the mod launcher and in OP)

 
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There was a time when i adapted it to vanilla, but now there are a lot of interlacing and recursions that, already, cannot be bypassed without significantly changing the interface.

 
Hi, i try v20.6.01a and i have almost 650 kills in 4 days(night skipped via faster time), is this normal on torments difficulty? Harder fight is ok, or is this diff. for later game? First day to find city, and then play hide and seek, but hide and seek not work too much.

 
There was a time when i adapted it to vanilla, but now there are a lot of interlacing and recursions that, already, cannot be bypassed without significantly changing the interface.
Dang that really sucks that ui is awesome. 

There was a time when i adapted it to vanilla, but now there are a lot of interlacing and recursions that, already, cannot be bypassed without significantly changing the interface.
I know nothing when it come to modding the game's ui. But would its be possible to somehow add the old food , water and stamina bar into the ui? Is there anything I can do?

image.png

 
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@Fox_25
This is a good question :)
I'm currently playing at the recommended (default) difficulty level. It's day 12, and i found the city after 3 days. I don't go into the city because it's dangerous, i walk along the edge of the city and snagging one building from the edge.

Regarding your question:  any can play very differently.
Some players, may have more kills these days, and some (like me) - try not to run into trouble at all.... who likes what.
The mod gives you game circumstances in which your task is to survive. There are no tasks to kill zombies.
Next time i will find a machine gun and a bunch of cartridges on the first day, and the game will not be like the previous one.

By the way, i never play at difficulty levels other than default and I do not know how things are there. I can only say that at the level of "torment" - headshots do not pass as a result of the increase in the power of the zombie.

 
I know nothing when it come to modding the game's ui. But would its be possible to somehow add the old food , water and stamina bar into the ui? Is there anything I can do?

View attachment 26749
if we are talking only about these columns - i think it's easy to do.  
the code that makes these columns is:

<!-- *********************************** HEALTH ******************************************** -->
<rect pos="104,0" width="34" height="90" controller="HUDStatBar" stat_type="Health">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="health_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="health_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** STAMINA ******************************************** -->
<rect pos="156,0" width="34" height="90" controller="HUDStatBar" stat_type="Stamina">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="stamina_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="stamina_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** FOOD ******************************************** -->
<rect pos="0,0" width="34" height="90" controller="HUDStatBar" stat_type="Food">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="food_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="food_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** WATER ******************************************** -->
<rect pos="52,0" width="34" height="90" controller="HUDStatBar" stat_type="Water">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="water_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="water_pad" foregroundlayer="true"/>
</rect>



regarding how to insert it into the vanilla code - hmmm.... i'll pass. Don't ask me to do something for vanilla - i haven't been there since 2015y :) . (i can only tell  - that it definitely does not require .dll edits, and it does not require any other tricky manipulations with the rest of the code)
In addition - i absolutely do not know how to make these "modlets"...

Ps: of course, this will require the appropriate sprites (by name) in the appropriate directory (mods folder ???).
(please - i can help with any consultation, just not about vanilla...)

 
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@n2n1
Okay, i try lower difficulty and slowly tempo.
On Torments is around city almost same dangerous as center city and feelingly is zombie „distribution“ same as in State of Decay. After clean part of around city or center city, just a few minutes and many zombie is back and some zombies is spawned instantly.

On one side, this is funny, is apocalypse, not tea party with nice masks.

On other side, this is frustrating because is like almost never ending zombie wave. Around city is lightly free, but still is too much and it's enough to drag more and more zombies out of center the city or hordes from forest. This is for day 2+, or is this random, i don't have idea. And of-course, all around part of city is not same, maybe is different locations affected by zombie poi.

 
No, spawn won't be endless.
They will arrive in some quantity , but then they will stop.
I.e.  "cleaning" is just what is possible in CSH. The clean part of the city will be free for 20 days for the day, at night - the spawn delay will be 15 days.
 

If you have a low number of simultaneously spawning zombies set in the settings, then, accordingly, a thin stream of their influx will last longer.

(in a future patch, in some zones, the delay will be 25 days - i'm still setting up the spawn count and delay parameters)

 
Last edited by a moderator:
if we are talking only about these columns - i think it's easy to do.  
the code that makes these columns is:

<!-- *********************************** HEALTH ******************************************** -->
<rect pos="104,0" width="34" height="90" controller="HUDStatBar" stat_type="Health">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="health_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="health_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** STAMINA ******************************************** -->
<rect pos="156,0" width="34" height="90" controller="HUDStatBar" stat_type="Stamina">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="stamina_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="stamina_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** FOOD ******************************************** -->
<rect pos="0,0" width="34" height="90" controller="HUDStatBar" stat_type="Food">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="food_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="food_pad" foregroundlayer="true"/>
</rect>
<!-- *********************************** WATER ******************************************** -->
<rect pos="52,0" width="34" height="90" controller="HUDStatBar" stat_type="Water">
<sprite depth="1" height="36" width="90" sprite="stats_backgrnd" rotation="90" color="255,255,255,180"/>
<sprite depth="2" name="background" height="36" width="90" sprite="stats_backgrnd" type="filled" fill="{statmodifiedmax}" rotation="90" color="255,255,255,240"/>
<sprite depth="3" name="BarContent" pos="2,0" height="32" width="90" sprite="water_bar" type="filled" fill="0" rotation="90" globalopacity="false"/>
<sprite depth="4" name="Icon" pos="-2,26" size="40,30" sprite="water_pad" foregroundlayer="true"/>
</rect>



regarding how to insert it into the vanilla code - hmmm.... i'll pass. Don't ask me to do something for vanilla - i haven't been there since 2015y :) . (i can only tell  - that it definitely does not require .dll edits, and it does not require any other tricky manipulations with the rest of the code)
In addition - i absolutely do not know how to make these "modlets"...

Ps: of course, this will require the appropriate sprites (by name) in the appropriate directory (mods folder ???).
(please - i can help with any consultation, just not about vanilla...)
Thanks for the help I appreciate the code. 

 
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