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True Survival

@caatalyst-

Yes, LBD(Action&Crafting), Weapon parts, Dead is Dead, Light slows Z's, Spoiling Food, Wellness Stat, Nutrition Stat, Fatigue Stat, Individual Trader Faction Stat, Crop Trampling, Crop Fertilizing, Crop Watering, Crop Fumigating, All World Lights turned OFF, Block damage calculated by Tool material and Story Line Quest that explains the infection and allows you to stop it and that takes at lest 100 days to complete and requires living in all biomes and fighting Bloodmoon Hordes.
This sounds AMAZING! Can't wait to get stuck in.

Pain for pleasure is my game.

Also @Spider when you start to test and balance for A19 I'd be happy to help and report feedback if you need any assistance.

 
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@caatalyst 

Thanks that be great. Should be soon I just need to finish what I'm doing with traders and loot and then another pass over recipes and it should be ready for play testing. I still have custom Entity work to do and the end part of the Story Quest but none of that should effect early game. It will only be on my test server for testing and only released for DL when there's a nice layer of spit polish on it this time.

 
@caatalyst 

Thanks that be great. Should be soon I just need to finish what I'm doing with traders and loot and then another pass over recipes and it should be ready for play testing. I still have custom Entity work to do and the end part of the Story Quest but none of that should effect early game. It will only be on my test server for testing and only released for DL when there's a nice layer of spit polish on it this time.
No problem! Tag me on here or let me know on steam- Happy to help out with the development of a great mod and happy to see it returning for A19.

 
@caatalyst 

Thanks that be great. Should be soon I just need to finish what I'm doing with traders and loot and then another pass over recipes and it should be ready for play testing. I still have custom Entity work to do and the end part of the Story Quest but none of that should effect early game. It will only be on my test server for testing and only released for DL when there's a nice layer of spit polish on it this time.
One other question Spider.

When you say dead is dead, do you mean that once your wellness hits zero like it did before? I loved that set-up so much. It really made you careful and think twice about everything.

 
Yes once wellness is 0 you cant play that character anymore. Also I have the Z virus cause permanent death(set wellness to 0) if it reaches 100% and you can still only catch the Z-Virus from getting bitten by an infected.

 
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At the second death, stamina and the ability to interact with anything completely disappear. And it goes on endlessly in the console.

7DaysToDie_lbRJbWhgIr.jpg

 
I hope this is that part of the log:

(Filename: <567df3e0919241ba98db88bec4c6696f> Line: 0)

ArgumentNullException: Value cannot be null.
Parameter name: key
  at System.Collections.Generic.Dictionary`2[TKey,TValue].FindEntry (TKey key) [0x00008] in <567df3e0919241ba98db88bec4c6696f>:0 
  at System.Collections.Generic.Dictionary`2[TKey,TValue].ContainsKey (TKey key) [0x00000] in <567df3e0919241ba98db88bec4c6696f>:0 
  at EntityBuffs.GetCustomVar (System.String _name) [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0 
  at MinEventActionModifyCVar.Execute (MinEventParams _params) [0x000e8] in <d7c95f421d354b5e851d6f3126817769>:0 
  at MinEffectGroup.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x0002e] in <d7c95f421d354b5e851d6f3126817769>:0 
  at MinEffectController.FireEvent (MinEventTypes _eventType, MinEventParams _eventParms) [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0 
  at BuffClass.FireEvent (MinEventTypes _eventType, MinEventParams _params) [0x00013] in <d7c95f421d354b5e851d6f3126817769>:0 
  at EntityBuffs.FireEvent (MinEventTypes _eventType, BuffClass _buffClass, MinEventParams _params) [0x00003] in <d7c95f421d354b5e851d6f3126817769>:0 
  at EntityBuffs.Update (System.Single _deltaTime) [0x00128] in <d7c95f421d354b5e851d6f3126817769>:0 
  at EntityAlive.OnUpdateEntity () [0x00019] in <d7c95f421d354b5e851d6f3126817769>:0 
  at EntityPlayer.OnUpdateEntity () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0 
  at EntityPlayerLocal.OnUpdateEntity () [0x00127] in <d7c95f421d354b5e851d6f3126817769>:0 
  at World.TickEntity (Entity e, System.Single _partialTicks) [0x0015d] in <d7c95f421d354b5e851d6f3126817769>:0 
  at World.TickEntities (System.Single _partialTicks) [0x000ab] in <d7c95f421d354b5e851d6f3126817769>:0 
  at GameManager.UpdateTick () [0x00093] in <d7c95f421d354b5e851d6f3126817769>:0 
  at GameManager.gmUpdate () [0x0029b] in <d7c95f421d354b5e851d6f3126817769>:0 
  at GameManager.Update () [0x00000] in <d7c95f421d354b5e851d6f3126817769>:0 

 
Just wanted to say thank you to everyone that has been on the server testing. With everyone's help I have gotten the early game of the mod just about finished and polished. Now that the Mods foundation it nice and stable I'll start working on polishing up mid game and importing new my new entity's. Testing server is still up and open to anyone that wants a good ass kicking.

 
-----------------------------------------------------Update------------------------------------------------------------------
-Server Wiped map re rolled
-Decreased loot respawn to 15 days
-Turned Cheat off
-New Feature - Automatic Player Reset, when your player dies and your wellness reaches 0 you will respawn as a brand new player and start over from scratch (with help from Khaine)
-New Item - "Dead is Dead Reset Item" crafted from broken grass. This item will reset your player to new. This can not be undone!
-Updated Orange tree to need watering and it's able to be Fertilized

 
@Bloodshot-

Sorry I dont have any ideas. I have been using Github for a while and its how everyone else is downloading the mod. Have you tried the Mod Launcher, it is available there too.

 
-----------------------------------------------------Update--------------------------------------------------
-Fixed crop Trampling
-Fixed Eggplant crop 
-Fixed Wheat crop
-Fixed Severe Wound description
-Made Storage Sack retrievable when destroyed
-Add ammo to "Old" gun descriptions
-Fixed Orange Tree Crop
-Added missing Desert Vulture Gun crafting skill and recipe
-Fixed Wounds not issuing relief when properly tending to 
-Fixed wounds not resetting on Dead is Dead Reset

 
@Spider thanks, i have it now, i gonna try it after i played the standard 7dtd.  The download over github was successfull. I gonna give a feedback, when i play your mod, but it could be a long time till i will play it. Have a nice time till then and stay healthy. Sincerely Blood

 
i cant seem to craft natural antibiotics, though i have the recipy and ingredients.
its white when im in inventory crafting mode, but grey in the campfire mode, and says im missing mortar and pestle.
i also tried the mortar and pestle in the campfires tool slots.
is there anything else i am missing for tools, or im doing wrong?
also, i placed the mortar and pestle on the ground to see if i can craft it there.
is there any way to pick it up again?

 
I have download the mod through the 7DTD Mod Launcher. However when I launch it appears to not contain any mod features. On starting a new game I do not start with the starting item and looking through the recipes and skills appear to all be vanilla items. Any ideas? The strange thing is while loading, the tips do appear to be true survival tips.

 
----------------------------------------------Update------------------------------------------------------------
-Fixed Mushrooms to require soil like other crops, still grows in dark
-Starting Knowledge Points Spoil 
-Removed ability to repair placed Wooden Logs
-Added Dirt to Soil recipes
-Added Mechanical Part to Watering Can recipe
-Added recipe for Iron Sheet Metal in Forge
-Added recipe for Steel Sheet Metal in Steel Forge and Anvil
-Fixed Vitamin description
-Fixed refrigerator dropping more than one with Crowbar
-Fixed Stats resetting after Dead is Dead reset
-Added 30min delay before you can use Dead is Dead item again
-Moved Machete recipe to the Anvil
-Added a reward of 1 Skill Point for each Storyline Quest finished
-Added recipe for Walkie Talkie incase you lose it
-Fixed Veggie and Fruit Juice recipe
-Fixed fertilized growth stages of crops
-Fixed Mason Hammer Degradation and to break at 0
-Fixed Flagstone Blocks not giving Cobblestones with Mason Hammer
-Fixed Concussions description  
-Increased Trader restock time from 3 days to 7
-Snow Balls melt into water
-Fixed Painkillers description
-Fixed all Wound descriptions
-Added Wheat to Desert biome
-Crowbar can pick up POI Spotlights
-Chance to get gas from road trash gas can
-Added different colors for the different spoil timers
-Added Testosterone to Mountain Lion, Dire Wolf and Baer harvest at max Hunting level
-Changed it so you can not have more than one Sleeping effect at a time
-Fixed Fat Lady Zombies explosion animation

@muaddib912-

Its only a client pack you have to join my server to test the mod.

@jihizuu-

Its done on the Chemistry Station.

 
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------------------------------------------------------------------------------Update----------------------------------------------------------------------------------
-Figured out the schematics not showing learned when known(if you see other please let me know)
-Fixed Brass Knuckle Mold error
-Added Key Locks (door knob) to File cabinet, Tool Boxes and Wooden Chest normal harvest
-Added Auto Shotgun recipe and Crafting Skill/Quest
-Added Fan Belts to last car stage normal harvest
-Fixed Starting Weapon/Tool text
-Fixed Spiked Branch stats showing
-Fixed Bandage stat display
-Fixed reported names
-Fix(I think) Trader inventory when at max Rep
-Fix Meads stats
-Added Carrot and Wheat Seed icons
-Fixed Description on Anvil
 

 
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