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True Survival

Spider your mod looks interesting thanks for making it. I have two questions. Does it work for 14.5 and the added zombies are they new looking zombies or new zombie behavior? I've been looking for a mod that slows the game down this mod looks like it may be what we're looking for.

 
@Fantical_Meat

1)Mod works on 14.6( might work on 14.5 not sure)

2)There are 7 different walk types for zombies in the game. What I have done is instead of each zombie model having one walk type i have duplicated each zombie model 7 times and given each a different walk type and each has different movement speeds. The result is you can no longer know the movements of a zombie by just their looks and when in a horde or being kited they do not group up by their models. ie: all the nurses walking together all the fat guys walking together and so on. With my way fighting hordes and kiting is more chaos and less organized.

 
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Hi Spider, is there any news on your mod merging with Sorrowthief's story mod?

I'm asking because a) I am interested in a story mod for ages and b) the True Survival mod has its drab stretches. When all you have is a stone axe, all trees in sight have been felled, the wider area is explored (within reasonable return time), all POIs in that area looted, and you still need 6 levels to get to a stage were you can start iron forging.

The only thing left to do is clubbing zombies with a wood club (preferably on asphalt for the stamina buff) but even that gets a little drab after some time. So I wonder if this void can be filled with some storyline quests.

 
Unfortunately Sorrowthief has informed me that he will not be able to help with updating the mod to A15. So its just me again :( . But adding story line quest is still planed it just might take me a little longer to do it all by my self. Ya the leveling is not what I envisioned its just what I could do with the half functioning leveling code. Hopefully all the xml leveling code works in A15. I will be tweaking the Skill Tree so if you have suggestions please let me know. Like if something should be unlocked at an earlier level or if it is locked behind something it shouldn't be. I'm hoping with the addition of the sleepers, npc's and special zombies it will not have those voids in playing.

P.S. Offer is still open to those that would like to be part of the team to create the True Survival Mod

 
P.S. Offer is still open to those that would like to be part of the team to create the True Survival Mod
Hey Spider, depends on how things go with my job hunt, but I could be interested in helping out with a15 with you.

I'll have a good play though of the mod as it is now and get a feel for how it all works next week.

 
I am also testing at the moment. So far day 23, level 26, Engineer, SP.

I think mostly it's good. The thing that I'd change, given my current experience with the mod is making iron club and spiked club recipes cheaper. For 20 days or so I've been running around with a wooden club. Mostly because scrap iron is so hard to come by, I don't want to waste it on a club. Also I don't want to spend my hard earned skill points on clubs.

I finally made it to Iron Processing during day 22 and now have a full set of engineer tools. Yieehaaa! I have to say though, I am kind of disappointed by the iron ore yield. Not using a stone axe to grind down those 25k (or 2.5k?) hitpoints pip by pip on a single iron ore block...okay. Absolutely at your side here. But even with the proper tools the yield is so low, I don't know if I can build a proper fort with it. An entire iron ore block basically comes down to one forged iron. The amount of tunnels I'd have to dig to get an even decent amount of iron.... Okay, that's my first impression, maybe it'll change later on but at the moment I think the yield can easily be doubled without making the game easy. There's a difference between difficulty and grinding.

Otherwise I am working on those story texts. I am trying to give each profession three different background stories.

 
@Zemekis

For Scrap Iron you can break metal Chairs, Office Chairs and when you make or find a wrench it will harvest even more items from them. Any metal items you find early game you can scrap like Candy Tins and Empty Tin Cans, also once you have a wrench scrap is every where. Stove, Fridges, Tables, Desk, Cars, Shelves, Air Conditioners, Doors just about anything made of metal will give you a little scrap for breaking it and more for using a tool to harvest it. Nails are what will be the thing to look for until you can make them.

There is a perk that gives you higher resource yield from mining I believe but we can always look at balancing it. The Profession Stories sound great, when you get a couple done send them to me and ill take a look. Ill make sure its all doable.

@StompyNZ

That would be awesome man! Let me know what you would be interested in working on.

 
That would be awesome man! Let me know what you would be interested in working on.
Up to day 11 on my playthrough, still working towards lvl 20 for the iron forging perks ;) I also need to grind some science skill ;)

The desert is still the best place to spawn it seems as you have endless food and drink supplies with minimal effort :)

I'd probably be most interested in the entities/spawner options and rwg tweaks, but happy to work on anything.

Since Bandits have been dropped from a15 vanilla I'll probably hold off on doing my own mod as the story relies heavily on bandits and sleepers and an improved spawn system.

 
Ya i think someone mentioned the Blunderbuss ammo before. If I'm not mistaken the Steel Tools have the correct amount of scrap its just a lot because it takes a lot of iron to make steel. I'll put it on the list to look over. Thanks

 
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Ya i think someone mentioned the Blunderbuss ammo before. If I'm not mistaken the Steel Tools have the correct amount of scrap its just a lot because it takes a lot of iron to make steel. I'll put it on the list to look over. Thanks
yeah I figured that, but maybe scrapping it to steel could be an option ;)

 
*IDEA*

What do you think about dropping Tool Crafting and making separate skills for Stone crafting, Iron Crafting and Steel Crafting. Then I could make it so you could not get XP from mass producing stone axes at level 50. Also could do the Same for Weapon Crafting separating Ammo Crafting, Fetching and Explosives.What you think?

*Another IDEA*

I hate that people dig bases at bed rock and are safe. People just would not really be able to do that. So. How about i make Stone under ground only mine able with explosives and Steel Tools?

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yeah I figured that, but maybe scrapping it to steel could be an option ;)
Yes you are right we need a Scrap Steel Item. Good call. Added it to the list

 
Don't people build at bedrock cause it safe from glitch cheaters? If glitch cheating is fixed, then people won't have to go to bedrock.

Glitch Cheat: You dig 2 tiles under a base, cram yourself into a 1 tile space under the base,logout, login and now you instantly teleported to the top of the base structure. You cannot dig thru bedrock so its safe from glitch cheaters.

 
No they build at bed rock because its completely safe from everything. IMO it is unrealistic and completely ruins the point of the game to survive in a world filled with flesh eating zombies. Now end game once you have Steel Tools, Stone Drills, electricity and are producing a lot of gas I can see someone digging down(but it should take a lot of resources and time) but as it stands now most players craft a stone axe and immediately start digging underground to be safe at night from the zombies. I would like for player to actually have to play the game for awhile before they are completely safe. I mean whats the point of the game if you can dig a hole in an hour of game play and win the game?

 
*IDEA*What do you think about dropping Tool Crafting and making separate skills for Stone crafting, Iron Crafting and Steel Crafting. Then I could make it so you could not get XP from mass producing stone axes at level 50. Also could do the Same for Weapon Crafting separating Ammo Crafting, Fetching and Explosives.What you think?
I like this idea, its along the lines of what I had planned for my own mod.

Just gotta make sure theres a reasonable way to level skills that are required to unlock other skills.

I'm finding gun smithing particularly difficult to level, even getting to 10 for repairs took a long time compared to everything else :)

Really loving the spear though.

Also I'm not sure if it was intended but with the left and right mouse actions on tools, you can activate both at the same time (hold down both buttons) to get double attack speed. It drains your stamina fast and actually feels kinda cool.

Edit: The helms are a bit odd. Some cause you head to disappear entirely (steel helm), others dont show a graphic (scrap iron + light, footballer + light etc)

 
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Yes most Tools and Melee weapons have a Power Swing with RMB that uses more stamina, has a longer cool down and does more head damage. Because of the different cool downs on the LMB and RMB you can kinda get combos going but at the cost of stamina

 
Yes most Tools and Melee weapons have a Power Swing with RMB that uses more stamina, has a longer cool down and does more head damage. Because of the different cool downs on the LMB and RMB you can kinda get combos going but at the cost of stamina
cool ;)

It's probably why I like the spear so much, can shoot stuff then when it gets close give it a jab in the face :)

 
Does this mod come with custom prefabs like the combo pack or will I have to endure looting the same houses over and over again? If not will adding the combo pack to the game break it in anyway?

 
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