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True Survival

@tilarium-

The fat zombie that pukes and explodes is not the same as the Cop. Cop shots long distance Fatty shoots about 3-10 blocks. Cops puke is acid, burns you, does high amount of damage to blocks. Fattys puke does not hurt that much at all and does very little block damage, If hit by it it will make you stink and attract more zombies. Cops explosion will kill you most of the time. Fattys explosion does not do a lot of player damage but a lot of block damage. I really dont see the point in removing them. If you did the game would be a cake walk with no challenge but when in a city.

Followers will stay where you put them and fight only zombies. Think of them like little turrets that you move around and have to keep alive.

@ unlike them-

If someone is having Followers attack them I need to know what one so I can investigate.

@ nibortreab

Doctors can make 4 Doctor Shots. One heals, one gives Stam burst, one is a Stam drain, and one give the Z virus. They can be fired by a Bow, Crossbow or Hunting Rifle. The Healing and Stam Burst Shots can be used in hand on yourself also.

 
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@ nibortreab

Doctors can make 4 Doctor Shots. One heals, one gives Stam burst, one is a Stam drain, and one give the Z virus. They can be fired ion a Bow, Crossbow or Hunting Rifle. The Healing and Stam Burst Shots can be used in hand on yourself also.
Thanks, I knew you could shoot some shots into mates and into an enemy but didn't knew which was the Healing shot :) .

Does friendly fire have to be on for the shots to have effect by the way? We've had some.... experience with explosives for example so friendly fire is currently off haha.

@Unlike them-

I agree, relying on yourself with health is better, but when you are grabbed and stunned, it might help that someone else heals you when you fight off the zombie for example. Sometimes, the toolbelt isn't that reliable when switching to a slot to heal yourself imo

 
Ok, I've made it to the 'Iron Age'. Here is my feedback:

- First, I was levelling woodworking to lvl 75 to unlock cobblestones. I was crafting log cabin blocks and planks. First levels were really fast so I was afraid Spider hasten woodworking too much, but later levels grew slower and slower and all in all it took me a while. It felt kinda grindy and resulted in a huge number of planks I probably will never use.

- When I unlocked cobblestones, I already had stoneworking 15 just from crafting stone tools (no grinding). After that I was just crafting cobblestones from the materials that I had amassed beforehand. To get to stoneworking 75 took me some days but not too long. Stoneworking 75 unlocks Forged Iron (mid game in my book). And I have the impression, that if I wanted to take a shortcut and grind stone axes from the start, I would get to the Iron Age much faster (but insane from boring grinding). My way wasn't felt grindy at all and all those cobblestones will find their use in my base building.

- In my opinion, we should shorten Wood Age even more (30% maybe), but make Stone Age longer (30-50%). Because there are more ways to level stoneworking, while woodworking has very limited ways to level (log cabin, planks, wood frames, spikes). And I think that Stone Age should last longer than Wood Age (and Iron Age even longer).

Everything above is total IMHO, so let other people share their impressions about progression they experience.

 
@ unlike them-

Congrats on getting to Iron Age. Maybe instead of tinkering with how much XP per level we could increase the Wood Crafting recipes XP. And maybe lower some of the Stone Working recipes XP. No growing tomatos yet, they have their own plant and I need SDX to put them back in.

@nibortreab-

Yes you have to be able to hurt each other for the Doctor Shots to work.

*Thought*

New Doctor Shot made with Anti Virals and other meds that would instant kill zombies and make zombies explode! (not Cops and Ferals)! Thoughts?

 
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A chemistry station has a tallow recipe, but it requires a cooking pot, but that station doesn't support cooking pots. I know I can craft tallow in a campfire.

 
*Thought*

New Doctor Shot made with Anti Virals and other meds that would instant kill zombies and make zombies explode! (not Cops and Ferals)! Thoughts?
That would be epic! It will add more to doctor too!

BTW Do followers health slowly regenerate over time?

 
I have been attacked by followers twice. First time it was one with an smg or ak shooting me until i died. Second time it was one with i think a pistol or magnum? Both times it was fairly soon after the follower had fought with zombies, so i am guessing that the NPC mistakes you for a zombie if a zombie hit him and he hasnt healed up yet or something similar. So far this is all i can say.

 
@nibortreab-

Yes you have to be able to hurt each other for the Doctor Shots to work.

*Thought*

New Doctor Shot made with Anti Virals and other meds that would instant kill zombies and make zombies explode! (not Cops and Ferals)! Thoughts?
Thanks for the confirmation, will prevent a lot of frustration ;)

Regarding your thought, I have not been able to really test the shots. I like the idea of 'canceling the infection' effect though. It would be useful against a type of spider zombie, the fast walking type, because it wouldn't go down after 14 arrow headshots for example.

Perhaps you can add some kind of smell or sound shot in the future as well, to lure zombies away from your position when looting in a town for example.

 
Update 12/13/2016-

Added Springs to Leather Couch Disassemble

Increased XP for items that give Medicine skill

Added Flour to Stew recipes

Fixed Wheat growth stages

Added Denim Shorts recipe on the Armor Table

Fixed Followers that would shoot at player and not move

Player can now craft Animal Guts with 2 Raw Meats and 2 Brain Matter.

Animal Guts can be applied to Followers and makes them have an Extra Large Smell. Can be used as a distraction.

Changed Hunting Knifes recipe to be made in a Forge

Changed Car Alarm to chime faster

 
Going to upgrade to the new version, but with the previous one I've noticed that all the lights in the pre-fabs are off and basically floating on their sides in mid-air. Just did a verify of the game files and will install the new version and report back. As for the puking fatties, I thought they were the same as the cops with their incredibly deadly vomit! Glad I was wrong and so won't be making a change to them.

 
Got a bunch of Followers with close to none aiming skill. But they do their best i guess. One of them had a crossbow but no arrows. He just went down without even firing one.

2nd little bug is that u cant close the game. When leaving console pops up with a nullreferenceexcepton. Must close hard (runniing on linux)

 
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Update 12/14/2016-

Increased harvest speed on toilets

Changed Lucille’s recipe

Added new Perk for working lights

Added new perk for Chemistry Station

Changed Chemistry stations recipe

Moved all safes to the metal work bench

Added perk for Garage door

Added perk for Drawl Bridge

Added Arrow Slit blocks to appropriate perks and skill books

Fixed labeled storage boxes

Increased stack size of cigarettes

Changed Coddle stone frames to increase Wood Working Skill and unlock at Wood Working lv 20

Changed Asphalt to require lv50 Stone Working

Increased Max alive Zombies on all stages from 8 to 10

Fixed Workstations names. You can still see them all if you search “work”

Moved Mining Helmet crafting to Metal Working Bench

 
Question?

How many people pay True Survival at a time in your games?

Reason for asking is I can increase the amount of zombies on screen at one time during the game stages at night. Vanilla is only 8 zombies spawned at every players base at one time at night. I have increased it to 10. I can crank this up some more and each base will have a nice little fight instead of a drip of zombies but if there are 10 players at 10 bases and i have it set to 15 alive at one time that's 150 zombies and a server crash. But if True Survival players have no more than say 5 different bases active at night i can raise it to 15 no problem. If its normally 3 I can raise it more. If its just your group playing togather I can make it very interesting :) (think the horde on TWD that walked into Alexandria) So let me know how many separate groups of players normally play the Mod with you during the night time.

 
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Question?
How many people pay True Survival at a time in your games?

Reason for asking is I can increase the amount of zombies on screen at one time during the game stages at night. Vanilla is only 8 zombies spawned at every players base at one time at night. I have increased it to 10. I can crank this up some more and each base will have a nice little fight instead of a drip of zombies but if there are 10 players at 10 bases and i have it set to 15 alive at one time that's 150 zombies and a server crash. But if True Survival players have no more than say 5 different bases active at night i can raise it to 15 no problem. If its normally 3 I can raise it more. If its just your group playing togather I can make it very interesting :) (think the horde on TWD that walked into Alexandria) So let me know how many separate groups of players normally play the Mod with you during the night time.
Most i have ever seen on is 4 players. Usually 1-2 players besides myself. I'm not against upping the amount but i think the amount is already pretty good. In the beginning i've been forced to retreat from close combat several times when there have been too many zombies, which is good.

Edit: i am talking about the official server that is

 
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When I play, I play with two mates. However, sometimes some 'lagg' occures when rendering new terrain/more zombies. I am running MP on my own PC (i7 4790K stock, 16GB DDR3) and increasing will make this worse for me I think.

I did some research and hosting a server at a proper hostingcompany, isn't that expensive. It seems normal for me that those servers won't lagg as much as when I host it myself, so when we start hosting, it would be awesome.

However, when wandering alone and you want to loot something, but a pack of zombies are following you, you wouldn't want even more. That's in our case though, since we yet at day 13. With proper weapons, more zombies would be the same challenge as the current amount with bows and melee weapons imo

 
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