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True Survival

@xForcerx-Thanks, it's good to be back. As for Skill Tree I’m doing something very different from vanilla. I'm going more RPG and less Arcade RPG(see above).

Even more great news

@Marinxar-

All I’ll say for now is you won't be building to keep zombies out but something much worse ………..muahahahahaha
Oooooo STOKED.

 
Ok here's what I have been able to do to the Main Player Stats. Tell me what you think.Easy ones first-

  • Thirst will still be thirst no changes
  • Current Stamina will be like vanilla
  • Maximum possible Health (Wellness)will be raised by eating cooked meals with wellness while having at least a Good Diet. Lose Wellness by becoming Malnourished or Dyeing.
  • Current Health will be your current hit points and will go down when damaged, gain health by eating cooked meals while having at least a Good Diet or resting in beds or furniture.
  • Maximum possible Stamina (Wellness)(Fatigue)will be determined by Wellness same as above. It will not be the players food stat. During the day your maximum stamina will go down until you get Tired and need to rest on a bed or furniture to re raise it. Many consumable items will stave off the Tired debuff.
  • Custom Fullness Stat that will function more like pre A17 Food Stat did. Using stamina will increase the speed that Fullness decreases and eating foods will refill it


Also have an improved Nutrition system that I will give more details on later

 
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Ok here's what I have been able to do to the Main Player Stats. Tell me what you think.Easy ones first-
  • Thirst will still be thirst no changes
  • Current Stamina will be like vanilla
  • Maximum possible Health (Wellness)will be raised by eating cooked meals with wellness while having at least a Good Diet. Lose Wellness by becoming Malnourished or Dyeing.
  • Current Health will be your current hit points and will go down when damaged, gain health by eating cooked meals while having at least a Good Diet or resting in beds or furniture.
  • Maximum possible Stamina (Wellness)(Tiredness)will be determined by Wellness same as above. It will not be the players food stat. During the day your maximum stamina will go down until you get Tired and need to rest on a bed or furniture to re raise it. Many consumable items will stave off the Tired debuff.
  • Custom Fullness Stat that will function more like pre A17 Food Stat did. Using stamina will increase the speed that Fullness decreases and eating foods will refill it


Also have an improved Nutrition system that I will give more details on later
It looks great on paper!

 
Ok here's what I have been able to do to the Main Player Stats. Tell me what you think.Easy ones first-
  • Thirst will still be thirst no changes
  • Current Stamina will be like vanilla
  • Maximum possible Health (Wellness)will be raised by eating cooked meals with wellness while having at least a Good Diet. Lose Wellness by becoming Malnourished or Dyeing.
  • Current Health will be your current hit points and will go down when damaged, gain health by eating cooked meals while having at least a Good Diet or resting in beds or furniture.
  • Maximum possible Stamina (Wellness)(Tiredness)will be determined by Wellness same as above. It will not be the players food stat. During the day your maximum stamina will go down until you get Tired and need to rest on a bed or furniture to re raise it. Many consumable items will stave off the Tired debuff.
  • Custom Fullness Stat that will function more like pre A17 Food Stat did. Using stamina will increase the speed that Fullness decreases and eating foods will refill it


Also have an improved Nutrition system that I will give more details on later
Yes, does look good. I always felt food is not getting the attention it needed, for a proper survival game.

 
In a16.2 what was the tool to move a workstation again? Sorry, I can't remember it for the life of me.
Pretty sure it was a crowbar ?...but there were also the wrench at a time to move stuff. Had to soften them up by damaging first, and then finish off with wrench... Can't remember which one came with which build now.

 
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Yup, still going to have a Crowbar that will pick up whole blocks instead of destroying them. Also the other tools I have so far are Claw Hammer, Wrench, Screwdriver, Mason Hammer, Concrete Sledge and Welding Torch. When used to break world blocks each will give you unique components of the block. And all but the screwdriver are used as unique upgrading tools to upgrade blocks of each Building Skills(Wood,Stone,Iron,Concrete,Steel).

 
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Ahhh, I meant with the true survival a16.2, I think I may be using the version where nothing drops, only breaks down. [i remember the dolly, but that isn't in there, and I also remember when the wrench let you relocate crafting stations, but I don't think that works either, and the vanilla crowbar doesn't exist either, I tried the reinforced concrete bar, but no go.] I think I remember you (spider) mentioning that workstation drops were disabled for the time being to prevent a multiplayer exploit. [people breaking into a base and just stealing all the crafting stations]

 
does this overhaul have ajny incompatabilities with modlets? i notice alot of the other overhauls give warnings about modlets

 
Just to make sure there is no confusion. This mod is not out yet for A18 and it will probably be another few weeks before its ready for open testing. True Survival was last published for A16.2 and since then there has been major code changes to the game so its not as easy as just updating the mod, it has to be completely re created from scratch. When finished this mod will be a COMPETE OVERHAUL meaning many of the main xml files will be completely deleted and re written from scratch by me. This means that very few of the current Modlets will be compatible with TS A18(If I do my job right you should not need them). After TS-18 is out it shouldn't be to hard for Modders that want to to make their modlets compatible.

 
Ooooh This is some wonderful news!

Started a new A15.2 game just a few days ago with a friend and we remembered how much fun we had with True Survival in that alpha. Best experiences in 7days hands down. Really excited to try it for A18! :)

 
@jprasch-

That is yet to be seen. I haven't added in all the things that might effect it yet. I do know I will be using a few dll fixes that will help with frame rate but I will also be adding a ton of stuff that could effect it. Wont really know until the testing phase.

 
Do you think it would be possible to make a file for the prefabs used to work with Nitrogen to create a random map?

I have fallen in love with that tool with it's glorious maps :D

 
@-Holo-

I think the plan is to use Nitrogen for the maps. From what I have herd and seen it seems better than vanilla.

@Everyone

Howdy all. Just wanted to pop in and say thanks to everyone that has donated and sent encouraging messages, your support helps keep me focused on the goal. Little update. Mod work is going well, I have put my self on a Moding schedule so to stay interested and focused but not burn out on it. Just recently purchased a few large asset packs. I wont give to many specifics on them because we want them to be a surprise. What I will say is we will have a large assortment of new "enemies". My goal is to be able to start basic play testing sometime near the end of Jan. Not a set date could happen sooner or later.

One little note. I will be looking for some help to fix all the POI's before release. This is open to anyone that wants to help and knows how to use the POI editor. Example of some of the things I'm looking at fixing for POI's are - removing the lighted paths / removing the fixed paths through POIs / Replacing the fun house zombie spawns / Removing all lights / Some loot adjustment. Its ok if you want to do just one or 100 POI's, whatever you are interested in doing is fine. Just post that your interested and I will get with you with more information.

Again thanks for all the support and I hope everyone has a great Christmas and Happy New Year

 
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@-Holo-I think the plan is to use Nitrogen for the maps. From what I have herd and seen it seems better than vanilla.

@Everyone

Howdy all. Just wanted to pop in and say thanks to everyone that has donated and sent encouraging messages, your support helps keep me focused on the goal. Little update. Mod work is going well, I have put my self on a Moding schedule so to stay interested and focused but not burn out on it. Just recently purchased a few large asset packs. I wont give to many specifics on them because we want them to be a surprise. What I will say is we will have a large assortment of new "enemies". My goal is to be able to start basic play testing sometime near the end of Jan. Not a set date could happen sooner or later.

One little note. I will be looking for some help to fix all the POI's before release. This is open to anyone that wants to help and knows how to use the POI editor. Example of some of the things I'm looking at fixing for POI's are - removing the lighted paths / removing the fixed paths through POIs / Replacing the fun house zombie spawns / Removing all lights / Some loot adjustment. Its ok if you want to do just one or 100 POI's, whatever you are interested in doing is fine. Just post that your interested and I will get with you with more information.

Again thanks for all the support and I hope everyone has a great Christmas and Happy New Year
Hnnnnnnngh.

This sounds so amazing it's ... amazing!

nitrogen for the map, and removal of the POI POS Lighted paths \o/

 
Hello Spider,

Trying to install the mod but when I try to steam beta downgrade to the 16.2 I don't see the 16.2 in the beta list (the closer is a 16.4 version). Can I install the mod on this 16.4 version ?

 
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