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District Zero

The final update for V1 is out, plus a hotfix to solve a few errors. Work on V2 has started, and will take some time, probably looking at a launch after A22. Patch notes for the final versions can be found below. Lots more information about updates and progress can be found on the discord server.

Discord: https://discord.gg/5HrpRdGxKd

V1.2.8 Stable Hotfix, a restart is NOT required, A21.1 or A21.2 is required!
 

Fixed
- Running over a mech in a vehicle will cause an error
- The ragdoll twitch integration command will cause an error if used on a mech
- Adjusting light settings on a server will cause an error for other players if they are outside of the chunk that the light is in.

V1.2.7 Stable, a restart is NOT required, A21.1 or A21.2 is required!
 

Fixed
- Some custom particles were not being destroyed during the game, only on disconnect.
- EMP grenade can damage the player from a far distance
- EMP grenade inherits a red icon and model tint (A21.2)
- Drones can cause an occasional crash/disconnect if many explode at the same time
- Errors can occur when mechs try to ragdoll, if a stun baton repulsor mod or sledge turret is used to damage them.
- Updated custom particle loader to the latest version to fix several issues

 
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A small update has been released to add compatibility for A21.2 Stable.

V1.3.0 Stable

Added
- Updated for A21.2 Stable (b30)

Fixed
- Duplicate locked slots
- Reposition locked slots to fit the larger backpack

Changed
- Cleaned up asset bundles and reduced mod size by roughly 400mb

 
Here's some sneak peaks at the new entities that are being worked on for the V2 update, which were shared on the discord.

Robot Dogs
vIOHBGT.png


Nano Drones
A3uW8h1.png


 
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V2.0.0 Experimental has been released for testing. Requires a new save.
 

Added
- A sound when a droid drops a weapon
- Flying and hovering sounds for drones
- New crouch animation for robots
- New walk run and various other animations for robots
- New sounds when hitting robots with melee weapons
- New particles for flying vehicles
- Dozens of new entities including new robotic animals, different tiers of humanoid robots and more
- Zombies are back with a cyborg style look
- Colour coding localization for new robot tiers
- A recipe for the sham sandwich
- Starter bundle containing a wrench and other starter items
- New starting note lore and journal popup
- New resource Nano Chips, used for making high tech items, obtained from wrenching robots or high tech vehicles
- New ammo types, nano and heavy energy cell types for pistols and machine guns/rifles
- Bulk crafting recipes for energy ammo
- Crafting menu for fabricator
- EMP land mine
- Recipes to convert arrows to bolts and vice versa
- Robots can open unlocked doors (not hatches)
- Military pallets can be looted
- Trader super chest can be looted
- Loading screen tooltip for robot harvest
- Loading screen tooltip for nano chips
- New wrench able road vehicles
- MPLogues Custom Pois and some from community members
 

Fixed
- Sledgehammer crafting skill reports current progression tier incorrectly
- Robots stop running while attack animation is playing
 

Changed
- Radiation now only increases passively in the wasteland
- Radiation increases a lot faster in the wasteland
- Auto miner now requires gas to harvest resources
- Fabricator (renamed from Hydro Organic Fabricator) requires resources to craft meat and several other recipes
- Updated the description of the feather
-  Laser mining gun now harvests trees as well as ore (Auger and chainsaw in one)
- EMP grenade now damages enemies over time
- Molotov's no longer damage robots

 
Superb. A few of us have been eagerly awaiting V.2.0.0 for a thorough play through after the fun in V.1. Thank you for the update.

 
A new experimental version is available. A restart is NOT required.
 

V2.0.2 Experimental
 

Added
- Reworked the farming multitool (requires fertilizer cells)
- Drug side effects are more deadly
- Honey can cure drug side effects
- Replaced robot dog model (fixes arrow issue)
- Auto Claim Repair block (by OcbMaurice)
 

Fixed
- Anti rad pill stats doesn't show the duration
- Orb safe in wight multi trader picks up to a regular safe
- Plasma pistol recipe ingredients do not scale with tier
 

Changed
- Reduced spawn chance of the robot dog
- Reduced the volume of the metal impact sound
- Removed several metal impact sounds that were too high pitch
- Reduced the duration of drug side effects

 
The stable version has been released. A restart is recommended.

2.1.0 Stable
 

Added
- Boss version of the combat dog for poi spawns
- Advanced anti radiation pill
- Updated MPLogues prefabs to the latest version
- Ocb Startup Optimizer mod
 

Fixed
- Radiation level decreasing on its own
- Nano spider bot explosion is not centered
 

Changed
- Renamed testosterone extract
- Increased the health of the combat dog
- Increased the size of the nano spider bot
- Removed nano drones from the wasteland biome spawns
- Decreased the size of the combat dog
- Reduced the attack damage of the nano spider bot
- Reduced the health of the table saw
- Armoured robotic animals and mechs can no longer be dismembered
- Increased economic value of laser weapons
- Vanilla tools and weapons are now loot only
- Emergency flare gun is now loot only

 
A small update to fix a few issues. A restart NOT required.

2.1.1 Stable
 

Fixed
- Fusion club description has the wrong scrap material
- Combat dog gun does not damage any entities other than the player
- Drones are not spawning when driving in a vehicle on horde night
- Robots can open doors while sleeping or dancing in rare cases
 

Changed
- Removed OCB start-up optimizer (No longer needed, all mod assets are now optimized by default)
- Removed the news window from the main menu
- Removed the code from the starting note lore to avoid confusion

 
A small update, likely the final one for A21. A restart NOT required.

2.1.2 Stable
 

Added
- Clay and crushed sand bundle recipes
- The Exterminator mod, extra damage to droids and mechs (replaces the hunter mod)
- An egg recipe for the fabricator
 

Changed
- Reduced the fuel cost of auto miner recipes
- Auto miner now crafts stacks of resources

 
I have got a lot of questions since the release of V2 about the storyline for District Zero and where it is heading. I have updated the mod description and added a small introduction section that explains the lore a bit more and where I would like to take the mod. There are still some kinks to work out which I am working on for the 1.0 update and for future updates.

 
District Zero V2.3.0 for 7 days to die V1.0 (b336) has now been released into experimental!

2.3.0 Experimental
 

Added
- New starter series of challenges to replace the basic vanilla start quest
- New exterminator series of challenges to replace the hunter challenges
- Smoke particles for the muscle car
- Burning particles for some custom weapons
- Dirt overlay texture for some custom road vehicles
- New icon for the exterminator mod
- New particle and explosion sound when running over robots in a vehicle
- Toolbelt message when entering the wasteland warning about radiation exposure
- Storage boxes can be rotated in all directions
- Switches and key racks can be used more than once
- Debuff to robots so they move slower in water
- Spike traps can now be picked up
- Thruster/engine particles to drones and sounds for them
- Replaced eggs in birds nests with rotten eggs
 

Fixed
- Buff timers not working correctly
- Custom particles attached to entities were not working
- Healing items not giving health over time
- EMP grenade display not showing damage values
- Drone flying sounds play while sleeping
- Custom weapons throw an error when the burning shaft mod is installed
- House Sliding Door can't be lockpicked
- Heal infection challenge throwing an error when selected
- Player owned doors in traders were unlocking themselves when the game was reloaded
- Crafting skills don't unlock past quality 5 for custom weapons
- Large mechs still able to be dismembered
- Some weapon sights and scopes were not aligned
- Sound warning for cyborg crawler
- Combat dog particles float in the air after being fired
- Mechs and droids have blood particles when damaged with a knife
- Bomber droid explosion gets cut off before it finishes playing
- Radiation particle on robot is misaligned with the hands
- Secure desk safe missing an icon
- Harvest jars of honey challenge not working on custom stumps
- Animals spawning in downtown
- Robotic animal and droid attack animations don't play on servers
- Robotic animals and droids slide on the ground after jumping on servers
- Mechs causing an error if the game is closed while they are alive
- Explosions from entities can cause an error in some cases
- Robot dogs get stuck very easily
- The farming multitool can be used more than once on a single block of fertile land
- Drone blades are spinning while its sleeping
- Rad protection buff is not preventing rad exposure from radiated robots and mutated zombie spit
- Farming multitool can remove seeds if the adjacent block is fertilized
- Warning about convex mesh on custom road vehicles
- Feral cyborg crawler not fast like the vanilla crawler
- Plasma grenade launcher holosight is misalinged with the ironsights
- Some workbench recipes are missing the workbenchCrafting tag for faster crafting with Advanced Engineering
- Fabricator and Auto Miner recipes benefiting from workbench crafting speed via Advanced Engineering when they shouldn't

Changed
- Removed some of the new voice lines from trader luna
- Removed attribute armor mods
- Raw meat challenge harvest changed to harvest nano chips
- zombie vulture challenge changed to kill soldier zombies
- Removed the hunters journal books from airdrops
- Removed legendary parts
- Cobalt crafting is now exclusive to the blast furnace
- Robot projectiles can now go through bars
- Reduced the amount of ammo in military pallets
- Removed stumble forward mechanic from entities
- Allow exterminator mod to be installed with a rad remover
- Removed fusion tier of weapons
- Re-ordered melee and gun tiers so Laser comes first and then Plasma
- Reduced the amount of sticks and stones on the road
- Removed moss covered rocks from biomes
- Increased the health of the large spider bot
- Increased the health of high tier robots
- Reduced the health of zombies back to A21 levels
- Reduced the amount of parts (electrical, mechanical etc) harvested from standard robots
- Added back the infection buff and its medication
- Increased the firing accuracy of robot dogs
- Robotic animals will no longer attack other robots
- Updated the localization of the starting note
- Changed the glow color of zombies to blue
- Increased the damage of the bomber droid
- Renamed drug side effects to Nausea
- Adjusted bloom moon horde groups so that higher tier robots show up sooner
- Added mechs spawns to high gamestage blood moons (GS 300+)
- Removed stat display from farming multitool
- Increased the saturation on the custom motorcycle model
- Rotate motorcycle model so that its not standing by itself on roads
- Reduced the salvage HP of the motorcycle road vehicle
- The farming multitool can no longer destroy crops or glass windows when using the clearing function
- Weapon descriptions now indicate what type of ammo is required for the gun
- Changed the color of the locked slots to blue in the backpack
- Removed steel knuckles loading tip about harvesting meat from animals
- Changed the description for the intro trader quest
- Removed ambient biome animal sounds
- Reduced the headshot damage of the soldier zombie
- Changed fabricator recipe to require scrap iron instead of forged iron
- Reduced duct tape cost of the fabricator
- Changed localization of the infection buff
- Changed blast furnace fuel icon to gas
- Increased the output slots of the blast furnace to 3
- Increased experience gain from inferno and shocker robots
- Resized loading screen images
- Removed player name from the main menu
- Added missing weapon and melee tags for armor bonuses
- Reduced multidim size of branches to stop it from throwing an error

 
A small update to fix a few issues. A restart is NOT required. 

2.3.1 Experimental
 

Fixed
- Custom vehicles not counting for harvest car challenge
- Custom vehicles not aligning to terrain changes
- Luxury sedan throws an error when placed
- Hover car thruster sound plays when the vehicle particles are off
- Anti radiation pill missing from airdrop loot
- Knuckle parts are not craftable
- Combat dog firing sounds are not working
- Mechs still occasionally cause an error when exiting the game
- Zombies lose their tint color when dismembered
- Doors could be picked up within a land claim area even if the player was not the owner of the block
- Players can get stuck in the trader bob poi if they fall through the gaps
 

Changed
- Increased the spacing between laser and plasma unlocks
- Plasma items appear later in loot
- Plasma items appear later in traders
- Reduced the amount of workstation books required to unlock the crucible, blast furnace and auto miner
- The starter capsule now contains a forge ahead book
- Lights can now be picked up without a land claim
- Forge cobalt is no longer required to craft weapon and tool parts

 
Hi! Thank you for your work with this overhaul, it really feels like I am playing a whole different game, and I love the scy-fi setting! 💜

I have updated my Ammunition Recycling mod to add support for Distric Zero, so now you can recycle all the awesome ammunition, rockets and grenades included. 

I hope you like it! 💜




 
Hi! Thank you for your work with this overhaul, it really feels like I am playing a whole different game, and I love the scy-fi setting! 💜

I have updated my Ammunition Recycling mod to add support for Distric Zero, so now you can recycle all the awesome ammunition, rockets and grenades included. 

I hope you like it! 💜
Thanks! I'm glad you like the mod :)

 
Hey. Just wanted to say, I was having a blast with this mod. I first started playing it in alpha 21, and it was pretty damn good then, and it became even better in 1.0 now.

But, the reason why I'm posting here is something that I've encountered in one of new POIs that really spoiled my experience. In Mike's Air BNB, when played in Infested job. In the cellar area, there's a trap that will guarantee any player a certain death. Player enters a small room, and about 20-30 enemies are released behind them, making escape almost impossible. It's a 100% beginners trap and is trial-and-error type of gameplay at its worst. This was my first death on day 17, and before that, I was doing a great job, even increasing the difficulty now and then. Any player will die on this trap when doing this job for the first time, reacting fast enough is impossible. I would seriously recommend rethinking this trap, and maybe even considering removing it from the game, because it just makes everything worse. Guaranteed death isn't fun and is not a good challenge.

 
Update for V1.1 (b14). A restart is NOT required.

2.3.2 Experimental
 

Fixed
- Trader Luna (MPLogue poi) shows up as trader rekt on the tracker
- Robot dog wake up animation is too long, so they glide on the ground for a while after waking up
- Advanced combat dog disappears if you get too close to it
- Salvageable vehicles exploding if wrenched or a quest started in some POIs
- Energy revolvers not benefiting from enforcer perks
- EMP grenade causing an error for clients on servers
- Mechs causing an error when spawning in on blood moon
 

Changed
- Updated the auto miner description so it's less confusing
- Added a conditional statement to MPLogue orb safe so it does cause an error if MPLogues prefabs is not loaded
- Added a clarification to the exterminator mod description to make it clear that it doesn't affect standard robots like androids and cyborgs
- Removed the sound from the radiation warning tooltip when entering the wasteland (it was annoying)

 
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The stable version of District Zero has been released for V1.1 (b14). A restart is NOT required.

 

Update V2.3.3 Stable

Fixed
- Custom road vehicles were missing an explosion particle
- Some drone kills were not counting towards the kill drones challenge
- Bomber droid kills were not counting towards the kill droids challenge
- Kill shocker robot challenge was not working
- Soldier droid was not dropping a weapon on death
- Custom road vehicles not harvesting for all parts
- Plasma pickaxe was worse than the steel pickaxe when harvesting stone
- Auto miner and blast furnace cause an error if sold to a player rented vending machine
- Anti radiation pill buff is removed when reloading the game

Changed
- Reduced the quality of weapon that can be dropped by the soldier droid so that the maximum quality is 4
- Increased the drop chance of a weapon from the solider droid by 20%
- Anti radiation pills buff can now stack up to 10 hours
- Increased the health of radiation barrels
- Increased the overall stats of the plasma shotgun
- Quality 6 swords can now be found at the trader
- Improved the loot of the intro buried supplies

 
A small update has been released to support V1.2 (b27). A restart is NOT required.

 

Update V2.3.4 Stable
 

Fixed
- Updated for V1.2 (b27)
- Typo on the farming multitool overheat tooltip
- Error when using the secondary action of the farming multitool

 
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