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True Survival

I wonder if an admin or a modder have any abuility to change rain probability/duration? This never ending rain was probably the very reason of the zombie apocalipse.

 
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I wonder if an admin or a modder have any abuility to change rain probability/duration? This never ending rain was probably the very reason of the zombie apocalipse.
You can modify that setting in the biomes.xml

Per the xml file:

Description of Options:

Temperature

Values are in fahrenheit and subtract the temperature in

this biome from the global temperature.

Fog

Values are between 0 and 100. The result is used to determine

whether or not to use the "Foggy" Environment spectrums for

lighting and fog intensities. If there is a Spectrum Condition

defined in the WeatherManager prefab that checks for a "Fog"

condition, the result of this Weather Control will be checked

against for the biome.

CloudThickness

Values are between 0 and 100. 0 restricts any clouds from

showing up in the sky. 100 allows for the thickest clouds in

the sky.

Precipitation

Values are between 0 and 100. Values restrict a biome to allow

the min and max intensity of rain in the biome. BUT!!! The

result is dependant on CloudThickness as well. Clouds must

be above 70 thickness in order for rain to be possible in the biome.

Wind

Values are between 0 and 100. 0 restricts the biome to no

possible wind, and 100 allows the windiest conditions in the biome.

 
Question: I was fortunate enough to find 2 (seriously - 2) Bikes in a box in a basement when I was level 1. I stashed them cause I found a nice town that has gotten me to level 10 with few issues. My question is I can't seem to refuel the assembled bike. I have gas cans in both my pack and in the bike basket. I bought the gas perk. I read the dummies book. I have used bikes in other mods and know how to refuel, so I'm clearly missing something here. Knowing Spider he requires a very rare funnel that can only be found on Feral Z's...... ;-)

 
I refuel my bike no problem, I have gas in my inventory and have the bike's menu open and press 'refuel'. Is any of the bike's parts broken?

 
I refuel my bike no problem, I have gas in my inventory and have the bike's menu open and press 'refuel'. Is any of the bike's parts broken?
That was it, the engine had a worn out part, so I built the second bike and tore down its engine for parts. All fueled up now. Thanks.

 
Working on a big update(not save breaking)Trying to get everything in so if you got any more bugs or suggestions get them in.

 
I have not played far enough to be much help (Just made my first anvil on a forge that I moved with a wrench cause hey, it's SP and no one will object) and it seems you are optimizing for MP, which is understandable. I will mention just a few things I noticed that might be candidates for changes though.

1. I couldn't tell when crops were ready to be punched for harvest. I punched them a few days when they seemed done but nothing looted so I guess I was too early. I know the pick tool-tip isn't used because of how you need to harvest, but I hope there is a better way to tell than just ruining the crop.

2. Full bikes in boxes seem more plentiful than wrenches, or maybe that's just my strange luck.

3. You get to build a block wood frame for free, but need to spend points to get the rest of the shapes. Is that intended?

4. Can you find a grill in loot, or do you have to wait for a running forge? I have never seen one drop.

5. Getting 75 in stone working seems high before you can forge iron bars. I have about 3 points in it now at L11, and have a running forge making knives and nails. 75 seems like it will be a full-time grind for weeks making and repairing axes. Is that also intended?

6. Followers seem to freeze up and not fight more often than not, even ones with clubs, just waiting to be beat down. Is that a bug or intended? Seems to happen following a few punches, but that may not be whats causing it.

7. Zombies are not worth looting, and you explained why, which I agree with. However, is there a strong correlation between container and loot type? For example, looting dressers might most often give clothing, kitchen cabinets food and utensils, trash, well, trash loot, etc. If I'm freezing, I think i'd run around looking in bedroom closets and dressers for clothing, not in other locations. There seems to be some correlation, just not very strong in my limited experience so far.

8. As for raising medicine, how about limited exp for crafting aloe cream? Maybe add a fragile scalpel and if you use it to destroy Z corpses it raises medicine a bit.

9. The range on the spear seems good in SP, I still get hit when using it on the real fast Z's. Might be my technique. I run through them when using a club but it seems more accurate to backpedal while aiming above their heads.

10. I mentioned the no safezone in SP already, which I guess you can't fix. It makes starting in SP a real B.... I just had an idea though. This may only happen when you start with a land claim block in your inventory. That seems to be one difference between this mod and others that still provide a safe spawn area. I might try editing out that and try a new startup, once I find the xml file that holds the starting loot (probably in the professions) -Tested it, no impact because the area spawn happens before class selection.

 
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Wrenches are usually found in sinks, if you search every sink in a Hotel you usually end up with 1-2 wrenches. Cooking grills I remember finding in snow biomes in stumps.

 
Update 12/21/2016-

Slightly increased enemy’s chance to inflict wounds

Clarified Miner 69’er description

Increased Rabbit Trap stack size

Increased the time it takes a Rabbit Trap to catch a rabbit

Rabbit Traps cannot be placed close to each other any more

Locked the Cobblestone Frames that were not locked

Fixed all Arrows not applying bonus head damage to zombies

Lowered nearly all melee weapons range by -0.1

Diversified bonus zombie head damage on melee weapons

Wood Club does an extra -100hp/Iron Club does an extra -200hp/Spiked does an extra -300hp/Steel Spiked does an extra -400hp

The same kind of progression for bonus zombie head damage was done to bladed weapons

The same kind of progression for bonus zombie head damage was done to Arrows and Crossbolts

Changed the Power Swing (Alt Attack) on melee weapon to do stronger bonus zombie head damage than the normal swing so if normal swing does -100hp Power Swing does -200hp. If normal swing does -200hp then Power Swing does -300hp

Also changed Tools to have a low bonus zombie head damage on normal swing but much higher bonus head damage on Power Swing

Removed Weapon Smithing. It still will show in the skill screen, it can't be deleted without breaking saves. I will delete it when saves have to be broken

All items that leveled Weapon Smithing have been placed under their Tech Material Skill. Wood Working, Stone Working, Iron Working and Steel Working.

Had a choice between our Farming/Harvesting System and the fertilizer system. I chose the Fertilizer System. So the Harvesting Skill will be dropped. Plants will not need to be collected with hands. You will be able to pick them with “E” like vanilla. Most seeds will be able to be planted on normal ground without hoeing and produce 1 crop. Hoeing the ground will produce 2 crops. Fertilizing the ground will produce 4 crops.

Reduced Seed crafting times by half

Decreased Follower Spawn

Increased Dismemberment chance

Added Concrete Block Shape recipes

Added Green Metal Block Shape recipes

Added Pipe Shape recipes

Lowered Mini Bike Wheels Trader Value

Changed Tech Material Progression

  • Wood Working lv55 to get to Cobblestone
  • Stone Working lv55 to get Scrap Iron Building
  • Stone Working lv65 to get Rebar Frames and Iron Crafting
  • Iron Working lv75 to get Steel


Will not break saves. May mess up quality level on old weapons.

 
Still enjozing this mod! Thanks for the effort you put in Spider!

Some points i came across, while playing multiplayer with 2 players, we are at day 13 now

-wound system is more in balance, i actually got a wound this game.

-we have gotten 2 bikes in a box, drop rate seems a bit high indeed

-we did find a grill

-BOILED MEAT gives wellness, but the boiled meat sandwitch does not while it does use boiled meat as ingredient.

-looting in a container then quick cancel and looting again removes the timer, so for instantaccess just press E 3 times

-steel arrowheads cannot be scrapped or smelted

-venison steak is missing an icon

-wood working bench is still very hard to craft. Only one wood block type can be made by hand, im missing a ramp or stairs to be able to create a decent buildling, how about making those also handcraftable, perhaps make it slow for realism? i got the skills for cobblestones now but still cannot make wood stuff, so looks like im going to skip past it?

-cobblestone frame cannot be upgraded, I have the wrench, 500cobblestones in inventory, but when i try to upgrade it shows the cobblestones icon with a red x like I dont have enough.

 
@Jaertof-

Glad your liking it. In True Survival Mini Bikes are not end game items. Whats the point of waiting to have transportation until you don't need it any more. Also in a scenario like this(end of the world) there would be plenty of vehicles around to jump into but since we cant do that and I cant make mini bikes spawn in world and function I make the bikes easy to find in loot. So don't think of it as finding a Mini Bike in loot think of it more like you found a working vehicle with a tank of gas in it.

The looting instant bug is a game bug I'm pretty sure

Upgrade Cobblestone frames with Cobblestones in your hand same with Cement Mix and Rebar

 
Generally seems to be working as intended, and I like the new material based progression.

1. No icon for the Hoof

2. Wounds definitely happening more often. I'm not sure about the Bandage changing code though. Twice I had a bandage on a wound that was timing down towards "dirty" then at zero time it never went to dirty, but inflicted a sprained leg etc. ---> Update: I got another bite and bandaged it, waited for it to time down and it switched to dirty bandage as it is supposed to. Not sure what happened before but this time I tested in controlled conditions so maybe something else happened like a Z in the grass hitting me or something like that.

 
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- Spider please check Bear Trap. It seems it is deadly, no way to cure it. You can break it, but nothing heals the 'bear trap' buff and you eventually die.

- Also check carbon arrows, people report there is no headshot multyplier.

- Secure storage chest has no icon.

- When scavenging I find 'crossbow bolts', or when I find and unload crossbows, there are 'crossbow bolts', but I think there should only exist 'iron crossbow bolt' and 'steel crossbow bolt', shouldn't there? IDK if it matters or not.

 
Per your post: Changed Tech Material Progression

Wood Working lv55 to get to Cobblestone

Stone Working lv55 to get Scrap Iron Building

Stone Working lv65 to get Rebar Frames and Iron Crafting

Iron Working lv75 to get Steel

Ok, I'm wondering why stone skill is the prerequisite for Forged iron rather than iron skill? If anything, woodworking skills are more related to metalworking than masonry is. This might make more sense:

Stone Working lv55 to get Cobblestone

Wood Working lvxx to get to Scrap Iron Building

Wood Working lvxx to get Rebar Frames and Iron Crafting

Iron Working lv75 to get Steel

 
@xyth-

You cant put a requirement on a Action/Crafting Skill so I have to lock the Perks(recipes). The Mods Material progression goes Wood does not hurt Stone,Stone does not hurt Iron and Iron does not hurt Steel. Payers first learn to craft wood items then stone then iron then steel. Even human history went Wood>Stone>Iron>Steel. So i don't see why changing that would make any since.

 
Been enjoying this mod for a few days now after coming back from a long 7dtd hiatus. One thing I would love to see in the future, if at all possible, is for the custom work stations to have their own custom models.

 
@xyth-You cant put a requirement on a Action/Crafting Skill so I have to lock the Perks(recipes). The Mods Material progression goes Wood does not hurt Stone,Stone does not hurt Iron and Iron does not hurt Steel. Payers first learn to craft wood items then stone then iron then steel. Even human history went Wood>Stone>Iron>Steel. So i don't see why changing that would make any since.
I understand, makes sense really. I guess the main issue I am running into is raising stone skill without having to grind stone axes. Cobblestones are still locked at Level 20 for me, I thought since I could make cobblestone frames, I could do something useful and bild a cobblestone base to raise the skill but since its locked (despite having high wood and iron skills) I think i'm forced to grind axes instead of playing the game. Am I missing a useful task to raise stone skill?

 
@xyth-

The point of the Material Tech Progression is to use, craft and build with each material for a while before moving on to the next stage. Cobblestone requires Wood working lv 55 so if you want to really level Stone working you have to get to Wood Working to Lv55 first. If you want to really level Iron Working you need to get to Stone Working Lv 65 first. Trying to skip stages will not be fun. Also fyi Arrows, Corssbolts, Stone Axe, Stone Shovel, Cobblestones, Cement, Concrete Mix, Bricks, Concrete all level stone working but building something with cobblestone is the lest grindy way to get it done.

@Xamllew-

Ya waiting on SDX to do any of that

 
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