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True Survival

Somehow between my last play through and the installing of the mod the spawn settings went from the 75% to the highest setting (that's 150%?)

Which zombie is the puking fat zombie so I can delete him from the spawns? I don't mind the cop because he is rare and doesn't show up often but this guy is getting on my nerves. There always seems to be 1 in every group. I don't mind the danger that comes from the puking, it's the terrain damage that bugs me to know end.

 
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With Kobis help , we ran through the skill tree last night and got it set up for the most part. With the new system we have left many more recipes open and lowered the number of requirements on many more. This will make leveling different for each player. When you meet another player even of the same level you may know completely different skills. Basic layout is forge opens at lv10, iron making/tools at lv20, Steel Making/tools at lv 65. At these player levels 10-20-40-65 many recipes will open and players will have to chose what they want to learn. The goal is to make it possibly to learn everything but to do so one would have to level to 100 and complete every quest that gives skill points. So you can learn everything but it will take a very long time so what you choose to learn first will make a difference.

Ill have A15 up on the server if it comes out today and I'll get right to updating the mod. I hope I dont have to wait for SDX to be updated.

 
I tried to join, but it says my game version is 14.7 (????) and I cannot join. I started the game (SDX true survival extreame) with Mod Launcher (no EAC, Update Registery, Refresh Automatically). I can play A15 experimental no problem on Single Play.

upd: So it seems the Mod Launcher updates the mod but not the game (probably it should not). So I deleted the mod and reinstalled it. Now I don't get that A14.7 error, but when trying to join the serer, I fail with no message and get kicked to the main menu.

 
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The server is just vanilla right now. No mods, I'm working on updating it. All you need to join is have A15 installed.

 
Let me copy-paste Tin's suggestion from here:

"The "Food" based healing scheme is fine in and of itself but I think it needs a little more.

Why it needs a bit more is because of the "survivor perk", you are being a bit punished if you purchase it (in that you remain full for longer periods of time with every point).

[Minor Exploit] Wouldn't it be better to not to put any points in it so you could heal more often <.<!

Food/calorie heal: like it is now.

Vitamins: Give a in game 24hr slow heal 1hp per in game hour. (24hp per day)

Wellness above 50: Again a 24hr slow heal 1hp gain per hour. (24hp per day)

(minus the food) with vitamin and wellness heal you will gain 48hp every day. (48hp per day)

Counters -

Bleeding: Negates all except med's till fully cured.

Infection: Negates wellness hp gain till fully cured, (stage2): plus negates vitamin hp gain, (stage3): negates all except med's till fully cured.

Broken leg: Negates wellness and vitamin hp gains till cured fully.

Leg (splinted): Negates wellness hp gain till fully cured.

Food poisoning: Negates all till fully cured (minus med's of course)

Dysentery: negates all except meds till fully cured.

I am sure I am missing something but this is off the top of my head of possible type things. I am sure somebody will have better..."

 
True Survivals food system has been completely redone. No stats are the same as vanilla. Our food on average does less of everything then the vanilla food. I did have food giving health before a15 came out but i have changed it to use the new slow heal which i kinda like. The more filling food is the more stamina it takes from you(no running and eating good foods without negatives)Also our new system gives bonus stats to prepared foods giving more of a bonus to food that contain more different foods.

Food Math

Food item (A) (B) © (D)

(A+1 to stats)+(B+1 to stats) = 2 Combined Food Meal

(A+2 to stats)+(B+2 to stats)+(C+2 to stats) = 3 Combined Food Meal

(A+3 to stats)+(B+3 to stats)+(C+3 to stats)+(D+3 to stats) = 4 Combined Food Meal

Bonuses are only given to food combinations made of different types of foods. Bonuses do not apply to Wellness

Any food or drink that gives wellness now also adds to a fullness buff. Eat to much wellness food in to short a time and you will become Overstuffed and have slower movement speed and less stamina until you digest the food.

I would like to try the first version with no heal over time mechanic from fullness or wellness.If you need health use meds or eat food and rest.

 
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Good News!

Got the mod to load up on A15 for the first time. Still a big pile of buggy unfinished crap but it Loads! lol

If all goes well Ill have it up on the server tonight to start some testing. Ill post with more info when its live.

 
True Survivals first A15 test build is ready and live on

Spider's True Survival Hardcore PVP A15

209.222.2.74

Port: 29220

Password = hardcore

You must have the A15 Client pack installed before you log in the server the first time. You can download it here-

https://github.com/SpiderJZMOD/TrueSurvivalClientPackA15.git

This is just the first working build. There is much left to do. None of the SDX stuff can be activated until SDX is updated to A15. So there are some missing parts like fishing and trampling but as soon as SDX is updated they are ready to go. Please report any bugs, suggestions or feedback here –

http://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/350542683209306741/

 
New Client Pack out-

Did a pass on the skill descriptions and fixes still more to do

Fixed a UI bug

Added new Item Sharpening Stone

Sharpening Stones will be what repairs all bladed weapons

Hunting Knife now is a special knife unlocked through the hunting skill that will harvest more and better animal parts

Field Knife now is a special knife unlocked through the hunting skill that will harvest the most and best animal parts

Re organized what seeds players can make and what seeds only farmers can make

Fixed a tree with low hp

Lowered atone axes starting dps on blocks

Increased feather drops in nest

Slowed a few zombies that were moving too fast in the day time (once SDX is out they will go just a bit slower and run in the dark)

Fixed fat zombie attacks. They were using the Cops instead of their own. Less player damage on explosion and shorter range on spit with longer delay.

Lowered the XP you get from killing zombies to 10% what it was. We will try this if it’s still too much we will drop it completely

Non aggressive animals do not give xp when killed

Increased UMA zombies hit points to be in line with the Mod

Continued to clean up the recipe list in the players backpack. I am moving everything not necessary to early game crafting to workstations to help with lag in player crafting screen.

 
Update 9/28/2016-

Added all the walk variants to the Frozen Zombie

Added Over Stuffed buff that will slow you if you eat too much food and drink that contains wellness over too short a time. Please give feed back

Made starter quest be all given at once and each gives Player XP and some give 1 Skill Points

Made all Profession Quest be given at once and each gives 1 Skill Point

Adjusted zombie speed down some more on the faster ones

Adjusted Fatty Moe Zombies Spit range to shorter and explosion to do more damage to blocks

Changed Fast Travel Buff so it doesn’t flicker on and off with a timer

 
Update 9/29/2016-

-New Client Pack-

Updated to A15b94

Changed Soda Vending Machines to not be a "vending machine". You no longer buy drinks from it. Now you break it and it has chance to drop all the different drinks and electric/mechanical parts, also if you use a tool to disassemble it you get a better chance at more drinks and parts.

Did work on Skill pages. More to do.

Fixed some recipes

Moved more recipes off player crafting and to other workstations

Added recipe for Duct Tape

*****************************************************

We have a new flower/herb the Forrest Flower. What should we name it? What should it be? What should it do? What should it be used for? Any thoughts?

 
Update-9/30/2016-

Added new dump on head use to all drinks

Added Cooling Buff to all drinks when dumped on your head

Increased Profession Page drop rate

Increased XP from all Archery, Bladed and Blunt Weapons

Made Metal Tables scrap

Made Coal craftable in the Burn Barrel with wood

Finished polishing the Skill/Perk Pages

Professions are now in the Perk/Skill Screen and you can see what each Profession learns

They are organized and with descriptions

Perk recipes that are crafted on workstations now say what workstation they are crafted on in the Perk description

GOOD TIME TO TEST PLAY

I’ll be out of town all weekend so the map will be up until Tuesday at lest. So if you would like to give the Mod a little test run now is a good time. Please let me know what you think and any bugs or unfinished stuff you find.

True Survival A15 Client Pack Test build is now downloadable on the 7D2D Mod Launcher under Spider or you can get it here-

https://github.com/SpiderJZMOD/TrueSurvivalClientPackA15

Server Info –

Spider's True Survival Hardcore PVP A15

209.222.2.74

Port: 29220

Password = hardcore

Servers on day 1

 
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Update 9/29/2016-
We have a new flower/herb the Forrest Flower. What should we name it? What should it be? What should it do? What should it be used for? Any thoughts?
Depends on if there are any 'gaps' in available flora resources. Are there categories(food, textile, medical, etc) that could be shored up to offer people more flexibility in play styles?

An example would be in the vanilla game, collecting aloe is the only way to make first aid bandages. That then requires trips to desert biomes and with no way regrow this resource(pre-A15), a basic item can becomes something far more difficult then it should be. The creation of something like the plantain or comfrey plant in the vanilla game could fill the same niche as the aloe for non-desert dwellers.

 
Changed Soda Vending Machines to not be a "vending machine". You no longer buy drinks from it....
:D :D :D this is correct, I also came up with exactly this idea !

 
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A small feed back after playing for 3 ingame days:

- crafting menu lag, too many recipes. Do we need all those arrow recipes? I doubt anyone gonna use bones, scrap iron and scrap brass instead of sticks and stones. And why do we have two FirstAidKits?

- too many feathers or bird nests.

- Hunting skill doesn't progress, I've harvested two deers, but zero progress.

- Weapon skill too slow, after a hundred arrows and a number of clubs/bows I'm still lvl 1.

- No icons for tomato and animal bladder (when I was looking thru recipes).

- I tried the new food mixing feature and I like it. Feels rewarding.

- After some time I had a "fast travel" buff when I was off road and it didn't expire. It wasn't really a buff, I wasn't running faster, but the icon and description stayed. After I found a road again and left it the buff dissapeared. No idea what triggered it, but maybe a heat buff, because I noticed it when I was about 36 Celcius, but didn't have a heat buff, only this 'fast travel' buff.

- The black 'quest' smear stays on HUD when there is no quest active, I thought Sirillion said he had fixed it.

Can't wait to play tomorrow :)

 
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