warmer
Survivor
Fire
When I moved into my perfect spot I thought, damn I have to tear it all down... OR... I could just throw this moltov and watch it burn
this is only 1 logical choice lol
Caves
One of my fondest memories playing 7 days to die is running through the woods in the dark without a torch with zombies behind me, only to fall into a cave. In my first 20min of play with the new mods I fell into a cave running through a forest. This was a great surprise. It felt new and I wanted to explore it so badly (randomly generated caves) but I was burning daylight and hadn't set up any type of base or gotten food or water sorted out.
Board Pulling
Pulling boards on windows and crates vs. destroying them. Much more realistic method of entry in a possible zombie infested structure
Chest broadcasting to work benches
this just saves you time and lets you have more fun. Workbenches pull from nearby crates
The above 4 are just a few of dozens from 0-Score SphereII mods, there are a ton of really neat quality of life and features, but it takes some manual editing of the blocks.xml file to turn them one. There are some great tutorials explaining how to get started doing so.
Pickable doors:
this speaks for itself. With that said, a wall safe or a gun safe should require a level of 3 or higher in my opinion, simply because of how uncommon the knowledge/tools of dial safe cracking is compared to a rake and tension bar .
Lootable/semi-persistent decaying zombies
Non lootable zombies turn then into "purely" xp and ammo dumps. They cease to have any real identity. When you kill 20 of them around your base and they slowly decompose over time from a battle, it adds SO much dark grit to the game. additionally, these are great for starter clothing pieces and very basic food scavenging. It feels much more immersive.
Specific wish list "items/guns/vehicles" aside, what other fundamental gameplay aspects are missing?
When I moved into my perfect spot I thought, damn I have to tear it all down... OR... I could just throw this moltov and watch it burn

Caves
One of my fondest memories playing 7 days to die is running through the woods in the dark without a torch with zombies behind me, only to fall into a cave. In my first 20min of play with the new mods I fell into a cave running through a forest. This was a great surprise. It felt new and I wanted to explore it so badly (randomly generated caves) but I was burning daylight and hadn't set up any type of base or gotten food or water sorted out.
Board Pulling
Pulling boards on windows and crates vs. destroying them. Much more realistic method of entry in a possible zombie infested structure
Chest broadcasting to work benches
this just saves you time and lets you have more fun. Workbenches pull from nearby crates
The above 4 are just a few of dozens from 0-Score SphereII mods, there are a ton of really neat quality of life and features, but it takes some manual editing of the blocks.xml file to turn them one. There are some great tutorials explaining how to get started doing so.
Pickable doors:
this speaks for itself. With that said, a wall safe or a gun safe should require a level of 3 or higher in my opinion, simply because of how uncommon the knowledge/tools of dial safe cracking is compared to a rake and tension bar .
Lootable/semi-persistent decaying zombies
Non lootable zombies turn then into "purely" xp and ammo dumps. They cease to have any real identity. When you kill 20 of them around your base and they slowly decompose over time from a battle, it adds SO much dark grit to the game. additionally, these are great for starter clothing pieces and very basic food scavenging. It feels much more immersive.
Specific wish list "items/guns/vehicles" aside, what other fundamental gameplay aspects are missing?
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