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True Survival

I finally was able to test and confirm the starting spawn issue was directly caused by there being lots of zombies listed in the entity group "followers". I cleaned that group up and the problem was resolved. My question is now how to balance out the followers left in the entity group. Should the spawn chance of the total members of the group equal 1.0? This is what I have for now until you decide on what it should look like:

<entitygroup name="Followers" >

<entity name="Maggi" prob="0.1" />

<entity name="Morgan" prob="0.1"/>

<entity name="DarrylDixon" prob="0.2" />

<entity name="Tara" prob="0.08"/>

<entity name="Rosita" prob="0.08"/>

<entity name="Carl" prob="0.08" />

<entity name="Rick" prob="0.08"/>

<entity name="Abraham" prob="0.08"/>

<entity name="Carol" prob="0.08"/>

</entitygroup>

Also, even though your spawning.xml has maxcount="1" for followers per zone, I got 3 spawned in visible range ( Rick, Morgan and DD). Any idea why? Not complaining, I felt the love on that startup.....

 
Like I wrote to the Fun Pimps, the game see-saws alot regarding difficulty based on player input. Things like Z speed could be a modded choice in game. I hope players don't convince Spider to turn his ultra creative mod back into the vanilla game.
Yea, i dont think you have to worry about that one lol.

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I have heard talk of bandits in this thread are they in this mod or can bandits be brought in from some other mod?
There are bandits in the mod. They are geared toward higher level players.

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Can anyone recommend a good mod loader compatable with True Survival mod and alpha 15.1?
Use the 7dtd modloader by sphereII xyth provided you the link above. The mod is already included in the modloader and updates itself.

 
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I finally was able to test and confirm the starting spawn issue was directly caused by there being lots of zombies listed in the entity group "followers". I cleaned that group up and the problem was resolved. My question is now how to balance out the followers left in the entity group. Should the spawn chance of the total members of the group equal 1.0? This is what I have for now until you decide on what it should look like:
<entitygroup name="Followers" >

<entity name="Maggi" prob="0.1" />

<entity name="Morgan" prob="0.1"/>

<entity name="DarrylDixon" prob="0.2" />

<entity name="Tara" prob="0.08"/>

<entity name="Rosita" prob="0.08"/>

<entity name="Carl" prob="0.08" />

<entity name="Rick" prob="0.08"/>

<entity name="Abraham" prob="0.08"/>

<entity name="Carol" prob="0.08"/>

</entitygroup>

Also, even though your spawning.xml has maxcount="1" for followers per zone, I got 3 spawned in visible range ( Rick, Morgan and DD). Any idea why? Not complaining, I felt the love on that startup.....
Just set them all to 0.05 or whatever your preference is, above 0.05 there are way too many spawning.

 
Hi Spider thanks for responding to my questions. Loving the mod! Have no clue what SDX is but it seems like graphics in your mod are better compared to 15.1. Re-installed icons are there. My settings include very high Z spawning, 60 sec Z awareness, 120 min days, 100 % loot, 200% block strength. This is what I meant asking does your mod override my personal preferences. Thanks for making the game fun again. Bought 4 more copies to play with my sons. Sorry if I ask noob questions I'm clueless about the modding and program side of gaming.
No clue what sdx is? Dang pardner! :smile-new: Youre gonna like the sdx stuff when spider adds it in.

 
Just set them all to 0.05 or whatever your preference is, above 0.05 there are way too many spawning.
since they are on their own line in spawning, there is no way to reduce them below the min of 1 per chunk group.

 
I finally was able to test and confirm the starting spawn issue was directly caused by there being lots of zombies listed in the entity group "followers". I cleaned that group up and the problem was resolved. My question is now how to balance out the followers left in the entity group. Should the spawn chance of the total members of the group equal 1.0? This is what I have for now until you decide on what it should look like:
<entitygroup name="Followers" >

<entity name="Maggi" prob="0.1" />

<entity name="Morgan" prob="0.1"/>

<entity name="DarrylDixon" prob="0.2" />

<entity name="Tara" prob="0.08"/>

<entity name="Rosita" prob="0.08"/>

<entity name="Carl" prob="0.08" />

<entity name="Rick" prob="0.08"/>

<entity name="Abraham" prob="0.08"/>

<entity name="Carol" prob="0.08"/>

</entitygroup>

Also, even though your spawning.xml has maxcount="1" for followers per zone, I got 3 spawned in visible range ( Rick, Morgan and DD). Any idea why? Not complaining, I felt the love on that startup.....
Hhmmm That's very strange. I wonder why that's happening. I assumed the safe zone worked off the same system as the option to remove zombie spawns, by not allowing enemy entity's to spawn. Whats even stranger is that on server where you have the safe-zone setting it works as it should even with the followers in. Now I'm not sure how its working. Maybe it stops specific entity groups from spawning I'm not sure I'll have to do some testing but it might not matter because they will not be spawning like that anyway. Also when you started up your game and saw the three followers , that's how big a biome spawn chunk is from one follower to the other. The reason the zombies where in that list was to decrease the chance of a follower to spawn because the lowest amount the biome spawner will do is one spawn per chunk. So with out the zombies in that list you will have a follower spawn in every chunk of the biome so about every 30-40 blocks.

 
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The reason the zombies where in that list was to decrease the chance of a follower to spawn because the lowest amount the biome spawner will do is one spawn per chunk. So with out the zombies in that list you will have a follower spawn in every chunk of the biome so about every 30-40 blocks.
Maybe spawn something harmless instead, like rabbits or immobile zombies? Like you said, its moot as your changing the followers next version. Thanks for replying.

 
Hay peps I’m going to get smart here and listen to the people(to an extent lol)Below are a few questions I would like ask any True Survival player to answer to help make the Mod better. Please post your response on the Mod Forums here-

http://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/154644928866452417/

To help with confusion please use the numbers for your answers.

General

  1. How long have you been playing True Survival?
  2. What settings do you use?Day Length/Loot%/BlockHP%/Difficulty/EnemySpawning
  3. Do you play SP or MP? PVE or PVP?
  4. What Profession do you prefer and why?
  5. What mod feature do you like best in TS?
  6. What mod feature would you like to remove from TS?
  7. Do you like to use the Mini Bike?
  8. What would you like to see changed in TS?
  9. Do you like and use the followers?
  10. If you played TS in A14, do you like the old Zombie Head Shot system or do you prefer the PVP friendly version we have now?


Current Game

  1. How many hours do you have into your current game?
  2. What Profession are you?
  3. What is you player level?
  4. Can you make Forged Iron or Forged Steel?
  5. Have you built a base or do you live in POI?
  6. Do you live above or below ground?
  7. What kills you the most?
  8. What Skill if any do you think level too quickly?
  9. What Skills if any do you think level too slowly?
  10. What do you eat and drink mostly?
  11. What melee and ranged weapon do you use?
  12. How many Zombies have you killed?


Thanks for everyone’s time in helping.

 
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Maybe it be better if you told me what you think the problem is with the Power Swing instead of making me guess.

You can use both the left and right mouse buttons to perform regular swings and power swings against objects at the same time
I really don't know how to explain it any better or simpler than that. Did you not read the "at the same time" bit? I even gave an example with specific instructions and results that you can replicate in under 60s. From your replies I honestly can't tell if this is a bug, and exploit, or an intended mod mechanic.

I would expect that the player could EITHER regular attack OR power attack at one time. Currently you can regular attack AND power attack while only having to watch and be delayed by the regular attack animation. Holding down both buttons is better then holding down either one, whether 0 or 200 stamina, whether attacking a rock or a zombie, so I'm inclined to think this is a bug but for all I know you expect players to run around in the mod holding down both left and right buttons and being constantly out of stamina while harvesting and killing everything very quickly.

 
Im not sure how I can be more clear, the Power Swing is a mod mechanic, the ability to do both buttons at one time and use tools with no stamina is a TFP game mechanic. Stating how something works does not tell me what you think is wrong with it. I also don't get the confusion about two hits being greater than one hit. Isn't two always going to do more than one? Your hitting something twice, its going to do more damage than hitting it once. Right?

"but for all I know you expect players to run around in the mod holding down both left and right buttons and being constantly out of stamina while harvesting and killing everything very quickly."

No one is forcing you to use both buttons, no one is forcing you to use up all your stamina. Anyways you can only do both buttons at one time once then the delay of the Power Swing takes effect and the swings will be at different times. If you don't want to use the Power Swing then stop smashing your mouse and just click one button.

 
General:

1. Since i started playing 7dtd.

2. Default ts.

3. mp pvp

4. cop-earliest access to pistol

5. the difficulty-cant craft tons of stuff right away

6. nothing

7.yes, absolutely love the buggy piece of #$%%

8. changed? added maybe(you know-sdx stuff lol)

9. yes, the buff you added to them and bandits really changes their usefulness

10. doesnt matter to me

 
@Spider: I want to toss out a few thoughts I had about the mod before you finalized changes in the next version.

1. I find zombie corpse cleanup duty one of the least interesting parts of the game. The only mod where I don't mind it is in Valmod, where it only takes one hit with even a stone axe to downgrade the body or goreblocks. So three swings cleans up any dead Z. In his horde mod I had to kill and cleanup 50+ zombies taking a poi at level 1, and it was actually rewarding cleaning up the mess I made rather than a chore. Please consider reducing the hitpoints of dead corpses and goreblocks.

2. Way too many fat zombies (the puking ones that charge then explode) spawn in early game. They are not dangerous (as they are way too slow and pause in place for very long times), just annoying, especially near towns. They blow up all the roads and take forever to kill with headshots at low levels. Not worth wasting lots of arrows on.

3. Speaking of headshots, Because the hitpoints of the base zombie is so high, the heads rarely explode when hit (especially at low levels). Who doesn't love the rewarding feeling of making a zombies head explode? I'd recommend lowering the head dislocation damage threshold significantly.

4. Weather is generally not a survival issue in your mod. In a few other mods, freezing is a real issue. In BadCompany (I think), I was forced to spend almost an entire day next to a fire in an enclosed box because of freezing rain outside. I could only make short runs before HT set in. If this had happened on day 7, I probably would not have had a base ready for bloodmoon. On the other hand, I find the whole cooling clothes thing silly. How does wearing shorts and a tank top cool you down over just your unders? My idea for this is to make the whole world a colder place (Nuclear Winter - larger snow zones and no desert) and remove most or all of the cooling effect of clothing. Cool drinks could stay. I'd be happy to create this winter wonderland for you if you want. Just need to figure out how to add a layer of ice over the water biome.

5. Animals like bears, dogs etc that have eyes forward should not see at the 320 degree angle setting. This is fine and proper for deer and other animals with eyes located on the sides of the head.

That's all I can remember from playing last week. I'd also caution you about overusing SDX though. If you have tried the Starvation WIP you will soon realize how memory intensive it is. I have a I7 with 8 Gigs ram, and even though I can sustain 50+ FPS in a town, the game stutters because its swapping stuff in and out of the 8 gigs of RAM to my SSD. So unless you want to make this mod for those with 16 gigs of ram, go easy on the additions!

 
I agree with xyth on everything (except nuclear winter). I find fat zombies very frustrating. The damage their vomit does to terrain and their explosions to roads, it becomes messy and ugly fast. There is a difference between difficulty and frustration.

Xyth, RAM is dirt cheap, look it up. I used to play 7dtd with 8GB, it's a pain. Btw, I've just bought an SSD, gonna relocate my 7dtd folder there and see if I lag less.

edit: I didn't notice any performance improvement with SSD :(

 
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Xyth, RAM is dirt cheap, look it up. I used to play 7dtd with 8GB, it's a pain. Btw, I've just bought an SSD, gonna relocate my 7dtd folder there and see if I lag less.
The issue is I'm trying to decide if I want to build or buy my new computer. My current one has a older I7 processor and fast SSD, but no free memory slots and uses slow memory. Not worth upgrading. I bought one recently and returned it due to a defective PSU, so am back to shopping. I cant find a prebuilt machine with quality parts so I'm probably going to build.

 
I agree with xyth on everything (except nuclear winter). I find fat zombies very frustrating. The damage their vomit does to terrain and their explosions to roads, it becomes messy and ugly fast. There is a difference between difficulty and frustration.
Xyth, RAM is dirt cheap, look it up. I used to play 7dtd with 8GB, it's a pain. Btw, I've just bought an SSD, gonna relocate my 7dtd folder there and see if I lag less.

edit: I didn't notice any performance improvement with SSD :(
What does vomit damage to terrain and roads have to do with difficulty and frustration? I rather like the ambience of more destroyed stuff lol. We spoke earlier about the lag. The prefabs have got to go, only a select few can remain i imagine and for a purpose. I have played extensively with the prefab pack on many servers(including my own a number of times) and with many mods. It is a resource hog and makes alot of servers unplayable and have to wipe. However, this is just my input, its spiders mod and he can do what he likes obviously.

 
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What does vomit damage to terrain and roads have to do with difficulty and frustration?
Spider says he put fat zombies everywhere because they add dificulty (don't remember the exact quote). But they are not really dangerous. Messy terrain is annoying, especially around your base if you want it neat. After I loot a town, its roads resemble Dresden after it was bombed.

 
That's where playing smart comes in handy... Lure them away from things you don't want blown up, or to things you do want blown up.

 
Spider says he put fat zombies everywhere because they add dificulty (don't remember the exact quote). But they are not really dangerous. Messy terrain is annoying, especially around your base if you want it neat. After I loot a town, its roads resemble Dresden after it was bombed.
This was what I was meaning when I was talking about them earlier. I THINK the fat zombies are the Boe ones, so we can lower the spawn rate on our own. Been trying to kill one so that it's corpse holds the name, but so far can't. I've also lowered zombie dogs to the rarest of rare [i hate dogs] and also halfed the rate of bears while also removing the zombie animals.. all personal preference. I do it in vanilla and also in every mod I've tried. It's nothing against the makers of the game or the mods, it's just I don't like having them in my game.

All that said. I sometimes find myself using the fatties to do some explosive landscaping early on.

 
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