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True Survival

@xyth-it doesn't need that code for the icon to show
My bad, new to modding this game. To be clear then, the icons for tenderloinsteak and hoof do not show up in game. The icon for tenderloin steak is missing, and there is a capitalization mismatch on the hoof. The icon is hoof.png and the item is Hoof. I just assumed the customicon setting was how you made sure mismatches didnt matter. I changed hoof.png to Hoof.png and it appears in game now.

 
@xyth-

You need to delete your Mod Folder and reinstall, some of those icons have been fixed for a few updates now.

 
- Field Knife without an icon.

- Overalls are repaired with cloth fragments, but they level leatherworking skill.

- Machete is gated by ironworking 10, but requires steel to make. And btw why 2 levels for machete skill (I didn't try it yet)?

edit: ok. i'll try to update my mod folder too and report.

edit 2: updated mod folder, some icons still missing:

- Hoof

- Field Knife

- Venison steak

- Pork belly

 
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@xyth-You need to delete your Mod Folder and reinstall, some of those icons have been fixed for a few updates now.
I went to github and pulled down your latest master, and the mismatch still exists.

 
No just checked Hoof is spelled right. Make sure you are deleting your Mod file before you install the new one.

 
http://www.noelshack.com/2016-51-1482595533-7dtd-hoof-hoof.png

That's the last files. hoof =/= Hoof. git show exact the same thing.

About the bladder,

It could be nice to have some different names for the different stages otherwise we don't know how much water is left inside it. pretty sure you could guess somewhat if you have 1/5 water inside it or 4/5.

Atm all stage are called "Bladder Flask" but the full one that is called "cigar" because of (I think) mistake.

BladderFlaskFull,items,Clothes,KgNone,Cigar,Bladder Flask,Zigarre,,Puro

BladderFlask5,items,Clothes,KgNone,Bladder Flask,Cigare,Zigarre,,Puro

 
Just noticed in the block.xml file that you can obtain an air-filter when disassembling a car, but not a hubcap. Not sure if this is intentional or not.

 
Merry Christmas everyone. Good news SDX is out. So this build of True Survival is complete. The next update will break all save games so if you want to continue your game do not update anymore. It might take me sometime to figure this stuff out, not much instructions with it so it looks like I have to figure it out by myself. So please be patient and be repaired to be amazed! lol

Thanks to Dom and the SDX team for all their hard work *cough* *instruction* *cough*

 
I wonder if the next update gonna be 'final' or we get a few 'experimental' versions, maybe with cheats enabled to test things?

 
I'm not sure if it's worth to post this feedback now, as Spider is busy with SDX, but I don't want these issues to go into the next build.

- All the police stations I've met didn't have bullet press.

- People report that burning barrel doesn't craft coal.

- Engineering, hunting, and misc.crafting skills are rather slow to level.

- Food is no problem again. Too much poop in toilets making fertilizer cheep. And too much meat from animals. Well, we gonna have new farming system with SDX, but we also gonna have fishing, so let's make meat valuable again.

- My main problem is with books (tier 2). I scavange for weeks (gun safes and wall safes), find tons of gun parts but almost no books. And I lost any hope to find the specific books I want (fencing, paver bricks, shingles). I'm a builder so I need these. I suggest to greatly increase tier 2 books chances AND add them to traders stock. Price doesn't matter as I'm desperate.

- Treasure chests are full of gold, silver and casino tokens. Gold and silver sell well, but the traders don't accept casino tokens.

- Air drops (I found only two) are not worth the travel. I don't think they should have OP loot, but at least increase the amount.

- Journals give too little experience for tier 2 books. Looks like you can as well craft any other item to get the same experience.

I hope you don't hate me for posting issues all the time :) We want your mod to be perfect.

 
No I don't hate your for posting all the bugs I thank you. I don't get as much time to play anymore so without Testers like you that will post good feed back and suggestions I probably wouldn't even be updating it anymore. Good point too, if anyone has any suggestions or bugs now would be the time to post them so I can get as much changed/fixed as possible before we start new games/maps with SDX and don't get to antsy and ruin you current games this might take a while to even get a build working good enough to load up on the server(like a week or 2 or more)

*True Survival will be completely finished, Gold Status 6 months after 7D2D leaves beta. So every build until then is experimental

 
On the subject of tier 2 and tier 3 books, I would suggest (perhaps in addition to slightly increasing the loot drop for books) adding more perks that have equivalent or partial knowledge unlocked in the books, particularly when they are related to profession quests. For example, crafting a beaker (which is needed for the scientist profession quests) requires a tier 3 industrial glass book which has every glass recipe. Maybe include basic glass pane knowledge as an engineering perk?

I get that you can always find a beaker in the wild, but it's heavily RNG-dependent. I've gotten one in the first day off my third or fourth nurse kill, while in other games I've looted clinics and 100s of nurses and gotten none.

 
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Anyone else have problems with Iron working, when I had default lowest skill, I could not level it by making items and they would just show up with no quality indicator listed at all.

I had to level up the skill cost 3 points up to level 2? Then I could make wrenches and knifes that had a quality and levelled normally from there.

Also my friend that is playing on my server says he made a blunderbluss and he could load it but it would just say it is broken and not let him fire it. Is he doing something wrong I haven't tested it yet.

 
WARNING : NUMBER ! DON'T READ IF YOU ARE SCARED OF THEM




(even if it's so easy to do it that it shouldn't even called math at this point)

There is a Tl;DR too.

nurse have 1.25% chance to drop the beaker overall.

If something drop medicine, it have 5.37% chance to drop rare medicine.

Rare medicine have 0.62% chance to drop a beaker.

That's 0.033% chance per drop of medicine.

As you can see, you better go loot a nurse, because on the other case you won't get it (beside maybe health crate or pop n pill, but even so nurse is the way to go).

I found a few already, but unless you actively hunt the nurse it's likely you won't find one. Rare med are *really* rare.

Book are basically about the same problem.

Tier 1 book are found in a loot that is actually everywhere, and in some building a hight quantity. There is little tier 1 book, so the prob of draw all of them isn't low. In the end, tier 1 book can be found super quickly.

However, after that bookcase are useless.

tier 2 book are found in safe (wall safe, safe, gun safe). Safe are more rare than bookcase, there is less of it, are locked behind iron (so there is a big chunk of your time you won't be able to loot them). There is also way more book in tier 2.

The prob to find *all* tier 2 book is rather low because of the hight number of book (tip : the more item you add the worst it become really quickly, as nothing stop you from drawing the same book again and again). As safe are rare AND long to loot AND don't even bother drop a book in first place often (25.97% for gun safe, 26.31% for wall/desk safe), it's extremely long to get them.

And by extremely long I mean either you are lucky and spend *all* your time hunt for book, or either you will NEVER find them all even if you are in a team of 5 players in a decent period of time (=server reset before you get it).

Tier three is another thing. It require either steel, only 27.12% chance in munition box, 66% on a feral. I'll pass on the fact that steel is gated in a way that make it nearly impossible to get (see the very end if you want to read about it), the chance to have them all would be reasonable only if we could have a chance in first place to loot them.

Feral come in two way : screamer during day (sometime), and 7d horde. Even so that's not even one per screamer and basically maybe 2-3 per 7d horde if you do good. You need to loot them too, so you are *forced* to make a tricky defense that allow you to loot them, kill them (not exactly the most easy thing to do; ranged weapon are costly in ammo, but at last there is way in melee).

TL;DR

Remove some book of tier 2 & 3 that really don't fit here (like remove vent block in tier 3) and move them in tier 1

Increase the chance to get tier 2 by a good amount, and same for tier 3 ammo box (only ammo box, they are rare, make them worth it)

Just increase the prob isn't enough here, need to play with both number of loot, prob of other loot too. Because it's just way too low.

*on a last note, about steel. If you intend to have player abuse the xp system yes steel is doable. Otherwise in a normal gameplay you can't really get it.

You can assume someone would eventually get 100 wood/iron/stone. Maybe 50 engineering, as a LOT (too much) perk require lv50 engineering. Misc would not be done by them and still get some xp, same for athletic maybe.

But beside this, you don't get any xp when hunting, killing, looting (always been super low in vanilla too), etc. And thus near lv50 won't progress much.

There is way for a player to grind active skill by abusing the experience system. But there is no real fix for this, as it's because of a lot of the mechanic here (hp per block, hp per zombie, buff killing zombie, lower overall level and less quick craft perk and speed bonus from skill).

Eventually you can ignore this and call it fine, but don't expect people to get any of the end game atm.

Meanwhile if you want to help it you could try to :

Make a way to grab decent amount of xp from medicine and stuff like this.

Cloth, light, heavy armor xp : beside grind it, nothing happen. Could eventually have something done with those skill so we get some xp out of it (like awning block is misc and could be tailoring, even if this very change won't help the player level ...)

Removal of weap skill mean removal of a lot of xp you can eventually get. It's a good idea, but we could use a bit lower player level experience requirement to deal with it.

Harvesting isn't used anymore because of the farming/fertilizer system. Same as weapon skill, if we can't use it, lower a slight the player experience requirement. Unless next version could work.

Zombie loot nothing, like nothing. We don't ask much : maybe a bit of scrap, dunno. Meanwhile, as they loot nothing, we don't kill them. As we don't kill them, we don't use all the active skill (blunt archery etc). There are already super low in first place (weapon buff system) but here, if there is no point in using it anyway (most dmg come from buff so clearly make no difference to level your skill) that's a lot of experience that people won't bother get.

Hunting could get a boost for harvesting carcass, and get more xp ... atm, it's low, and the lack of use for knife beside hunting doesn't help (low dura and range so can't use it much in fight).

 
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@ Oragepoilu-

First what’s TL;DR mean?

Nurses Beaker drop seems about right (can’t have too much free loot walking to your base for you)

Medicine drop seems about right (there are a ton of loot containers that have a chance to drop this)

T1 Books seem about right (they are just laying around. You’re not getting cool ♥♥♥♥ for opening a trash bag)

Safes are not that rare at all. Almost every POI has at least one if not several.

T3 seems like maybe too good of a chance to drop. Also Ferals spawn in the Destroyed City’s anytime. If you want to hunt them they are there.

Why would a metal working Skill book (Air Duct Blocks) be in T1 loot when you couldn’t build it?

By your words 27.12% in Munition Crates and 66% chance on Ferals. How is that low that sounds way way to high? What do you want a new skill book every munition crate you open? Why not just make Trades use drones and deliver loot to your base?*sarcasm*

Yes my intention is to force the player to exploit the XP system you found me out lol. I can’t stop lazy people from sitting in a whole crafting nails all day. If your one of those cheesy gamers then there’s nothing anyone can do that’s going to stop you. I personally never ever grind anything. I play the game like it’s a real event. Only worrying about my most immediate concern first when playing, like finding food, water, shelter and maybe a weapon to defend myself. If you’re playing the game and your mind is thinking about what item has the highest XP and lowest resource cost that you could grind the ♥♥♥♥ out of then nothing I can do short of completely removing all XP from the game will stop you. You are viewing the game as a math problem to be solved and I have no interest in even looking at the game in that way, it removes any enjoyment from the game and I play to have fun. If you find a mathematical problem in the Mod then by all means let me know but I don’t need to see your homework just tell me the answer and save us all some time.

Engineering is the second fastest leveling Skill next to Athletics. It can be leveled by crafting, repairing and upgrading. I was level 20 and my Engineering was level 48.

What? “because of a lot of the mechanic here (hp per block, hp per zombie, buff killing zombie, lower overall level and less quick craft perk and speed bonus from skill).” How does a block having more XP slow your leveling? You do realize the tools that are supposed to be used on them have the exact same increase in damage so there is not much difference in the number of hits to break it. I don’t see how a zombie with more HP slows your leveling either. Lower Level of what? Player level to 200 just like vanilla I don’t know what you’re talking about in any of this. Less quicker Crafting Perk? Do you mean instant crafting when you spend points on the Perk HAHAHAHA Never! What speed bonus? Moving Speed?

Steel is not supposed to be easy to get, it should take at least 3-4 weeks of playing an hour a day before you even think about getting it.

Armor XP is vanilla. It levels super-fast. Make one set of clothes and you can see how fast the quality increases. And you do get XP for leveling armor crafting skills.

Removing the Weapon skill does not remove XP. All I did was change where the XP goes you still get the XP. There are plans for Farming.

Also not everyone agrees with you Zombie loot experience. Here’s a player’s comment on the Mod forums from a few days ago

“Zombies-

Killing and looting zombies has never been as rewarding as it is now. They have a great loot pool and are a great renewable source for bones and items. There is a decent variety and I think their loot is something that shouldn't be ignored as it has been in the past.”

*http://steamcommunity.com/groups/HardcoreSurvivalServer/discussions/1/154644349169909265/

In closing. I don’t think you truly understand the purpose of this Mod. It is not Valmod. As a matter of fact I would call Valmod the near opposite of True Survival (I love Val, nothing against him but we just have two completely different ideas about what our mods should be) this is a Hardcore Mod not made for Carebares (nothing wrong with Carebare settings just not in my Mod). Nearly every comment you make seems to be pushing to make the game easier, faster and less challenging. Which is the exact opposite of where I want to go with it? But you seem to have some understanding about the modding process and apparently are playing my Mod even though I don’t see much you like about it. How about in all these long post about how bad my modding skills are you offer up a detailed suggestion about how to make it better seeing as you understand modding this game. And while this might be a ok suggestion from a regular Joe

“Increase the chance to get tier 2 by a good amount, and same for tier 3 ammo box (only ammo box, they are rare, make them worth it)"

I think a player with your knowledge that makes such detailed post about how things are done wrong in the Mod could give much more detail in your suggestions. How much should it be increased by? 10%? 50%? Should I spend an hour or two tinkering and testing to figure it out? Or seeing as you have obviously taken the time to do the math couldn’t you just tell me your suggestion in as much detail as you pick my Mod apart. You obviously have taken the time to play the mod and think about how it could be better how about sharing that and not forcing me to guess or pull it out of you bit by bit.

 
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Hei, i love your mod!

I have a few questions, since you are gonna update your mod to sdx.

1. Will you add some new looking zombies? Some other mods created some realy cool looking zombies and that would realy extend the diversity in the world.

2. Will you add 3d models for your berrys, carrots etc?

3. What else are you planing to extend the functionality of the mod with sdx?

And Please, i beg you, do not listen to people trying to make your mod easier. Vanilla 7dtd is already stupiditly annoying, seeing some random survivor standing brain dead in the desert day and night shooting zombies.. I already wanted to ask you, if you could somehow remove them.. lol

Edit: also the last version i played, the campfire wasnt working, i couldnt open its inventory.. do i need something special to open it?

 
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@ Extinktion-

1-I don't need SDX to add those but they are UMA zombies and UMA entity s cause a lot of lag when spawned and just when there are more than few on screen. If you've noticed when walking in the wilderness you might get a second or two lag and then hear a Follower fighting in the distance. The Follower spawning is what causes the little stutter. You would get that stutter every time one spawned in a horde. I have added a few the Brute,the Baby and the charred Zombie. If you see a really cool one you want in just post the link and name to the thread with the code and ill add it.

2-Yes I'll be adding Morts Farming SDX mod and it has a bunch of new plants and foods

3-Farming, Fishing, Traps, Electricity, Melee Weapons, Guns, Zombies run in the shadows, New vehicle loot containers on the roads. Stuff like that

4-how the Followers are used will change. I just put them in like they are because it was the easiest way to get them tested and involved in game play. The plan is to have them locked in Bandit bases where you will need to break in and rescue them. Then you could take them back to your base to help defend the walls or what ever.

Sounds like the campfire got bugged. Just make another one. Or are you saying even new campfires did not work?

 
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