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True Survival

I don't really mind dogs, I can handle them, if not in packs. And the bears are rare enough. But when you encounter a fatty, little you can do to prevent his puke. Either you can snipe him before he sees you, or sneak up on him to close range so he engages in melee and not puke. But there are too many of them and when I hear his 'gulp' sounds it means another hole in the ground or a tree gone and it just pisses me I don't know why.

I sometimes find myself using the fatties to do some explosive landscaping early on.
How do you do it, as their explosions (unlike pukes) don't damage terrain? Only 'artificial' blocks, like asphalt ect.

 
I don't really mind dogs, I can handle them, if not in packs. And the bears are rare enough. But when you encounter a fatty, little you can do to prevent his puke. Either you can snipe him before he sees you, or sneak up on him to close range so he engages in melee and not puke. But there are too many of them and when I hear his 'gulp' sounds it means another hole in the ground or a tree gone and it just pisses me I don't know why.

How do you do it, as their explosions (unlike pukes) don't damage terrain? Only 'artificial' blocks, like asphalt ect.
Sometimes (not always) they do take out a area of terrain if there isn't to much stuff (bushes, grass, cacti) on it. I've found (even in vanilla) that sometimes roads can have a break in them with a high change, so I'll use fatties to blow up that section of the road causing it to look a bit more natural, like it had a slope but was bombed. I don't mind them puking and exploding to much but like you said, whenever one is spawned it's another unsightly hole in the ground or a tree (or a rock or anything else) gone. The problem is that there is just to many of them, especially early on. Example being, it's hard for me to get a new game going because of the lack of a safe zone. I get swarmed by zombies and it's usally a 1:1 mix with the fatties, depending on spawn biome. I don't even bother if I get the inital spawn in the snow biome, between the lumberjacks, the spitting fatties and the regular zombies I will usually be dead before I can even make a club.

 
Example being, it's hard for me to get a new game going because of the lack of a safe zone. I get swarmed by zombies and it's usally a 1:1 mix with the fatties, depending on spawn biome.
As I mentioned in an earlier post, you can fix the safe zone issue by editing the entitygroups file, changing each line that has a zombie in it to a rabbit or chicken, keeping the same probabilities for each line. That way it keeps the spawn rate of the followers the same, without all the zombies nearby.

 
General


How long have you been playing True Survival? Since 14.7

What settings do you use?Day Length/Loot%/BlockHP%/Difficulty/EnemySpawning

Played mostly with 1 hour days, tried 2 hour days as well, 1% - 25% loot, 100% block hp, currently nomad also used insane during 14.7, max spawns.




Do you play SP or MP? PVE or PVP?

PVE on my own server with some friends

What Profession do you prefer and why?

Soldier, grubs and ak-47 schematic, saved our lives countless times.

What mod feature do you like best in TS?

The randomness of zombies movement speeds, I would actually like more runners, does not always seem like they run as fast as they do during the night.




What mod feature would you like to remove from TS?

I honestly can't name a single thing that I hate and would like to have removed.

Do you like to use the Mini Bike?

Yes, though I got mixed feeling about the bike in a box, it seems somewhat common but can be a nice thing.


On the other hand once you get a minibike I generally never use beer unless we lack an auger.





What would you like to see changed in TS?

I was going to say the weapon upgrade system but you are already considering a workbench for that which I think is a better system than spamming blunderbusses till you got gunsmithing of 100 and always getting high quality parts.




Do you like and use the followers?

They are a fun addition, they do however not work well in packs, fair bit of friendly fire.


I nagged Jonahbirch (twitch streamer) to try and play TS with our old settings from back in 14.7 which was insane, feral ai, 1% loot, 99 day respawn, airdrops off, max spawns.



For him they are a godsend since he plays always run as well as perma death, seen them save him countless times.


 


On intended settings I generally don't see much use for them most of the time, they do add some spice to the mix though.


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?

Can't really say I remember that well, I was too busy dying for the first few weeks.

Current Game

How many hours do you have into your current game?

120 hours




What Profession are you?

Soldier




What is you player level?

58




Can you make Forged Iron or Forged Steel?

I can make forged iron and 7 levels away from steel, my friend can craft steel as well as he put in more work, took about 30-40 hours to get to steel for him.




Have you built a base or do you live in POI?

Built base inside of a sand dune.




Do you live above or below ground?

Work area above, forge below + farm below.




What kills you the most?

Not died yet on this game.




What Skill if any do you think level too quickly?

Nothing anymore.




What Skills if any do you think level too slowly?

I'd say all of them but that's not really truthful, it's just about putting in the time.




What do you eat and drink mostly?

Stirfry, omelets, glazed meat and grubs to supplement if we ever run low.


Red & Yellow tea, yucca if we are out of the others.





What melee and ranged weapon do you use?

Spear and spear, use the samurai sword + lucielle now and then.




How many Zombies have you killed?

1400 iirc

 
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Been redoing the Professions. Here is what I got so far. Let me know what you think.

Profession / Stats Increase / Recipes / Starting Points

  • Farmer / / All Seeds, Seed Books, Seed Nursery, Stone Hoe /Hunting5
  • Fisherman / / Fishing Pole, Fish Recipes / Hunting5
  • Chef / / All Food Recipes, Sharpening Stone / Bladed Weapons 5
  • Cop /Dismemberment ChanceBonus, Reload Speed/ pistol, Gun Oil, Knight Stick, Weapon Repair Kit/GunSmith5
  • Soldier/Dismemberment ChanceBonus, Reload Speed/AK47,Grubs,GunOil,Pipe Bomb,Blunderbuss,Weapon Repair Kit, Plate Mine /GunSmith5
  • Chemist//Stim, Red Bull, Gunpowder, Biofuel, Oil Shale, Mixed Chemicals, Oil, Fire Shells and Book /Engineering5
  • Doctor//Antibiotics, Painkillers, Super Pill, Doctor Shots, First Aid Kits, Aloe Cream, Bandages/Medician5
  • Fitness Instructor/Max Stamina, Stamina Degradation, Max Speed, Hold Breath Duration /Red Bull, Teas, Wellness Juice/Athletic5
  • Fireman/Block Damage, Max Stamina/Iron Axe, Aloe Cream /Medicine5
  • Construction Worker /Block Damage /Scrap Iron Block, Wrench, /Engineering5
  • Carpenter /crafting time, Harvest Count/Wood Blocks, Hammer /Engineering5
  • Electrician /Harvest Count, crafting time, Repair Quality Loss /Powered Lights, Screwdriver, electronic parts, electric parts, Shocks Stick /Engineering5
  • Metal Worker /Block Damage /Rebar Block, Welder, Mechanical Parts /Engineering5
  • Burglar /loot time, noise, crouch speed, treasure radius /lock pick, Steak knife /Scavaging5
  • Park Ranger / /Bear Trap, Hunting Rifle, Herbal Antibiotic /Primitive Crafting5

 
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Fitness Instructor/Max Stamina, Stamina Degradation, Max Speed, Hold Breath Duration
What does it mean? Does he have max stamina (250) from the start? What is max speed? Is he running faster than other players?

For other professions, are those exclusive recipes or starting ones?

 
Yes it means some Professions will start with improved stats. By how much has not been decided. Each will have one or two exclusive crafting items but most are just recipes that they will start with.

 
Yes it means some Professions will start with improved stats. By how much has not been decided. Each will have one or two exclusive crafting items but most are just recipes that they will start with.
Depending on how you configure the gates (like required level) on these recipes, most, if not all, of the Profession differences only show up in midgame. I think that there should be a clear difference on entering the game. I suggest adding a class specific starter weapon, tool or kit to each profession. The item should have limited use (Quality and decay tuned to last short of the gating period with normal use), and cant be repaired until the recipe becomes ungated. So cops have a pistol, farmers a hoe, docs some med supplies, hunters a rifle etc. This is not to make the game easier. By limiting the quality and repair-ability of the item it should have minimal impact on early survival.

I'd also like to see a generic/wildcard class that just offers some points to allocate and the base starter items. The points would equal what the recipe value is for the other classes, plus the 5 points you give them..

 
@xyth

I like those ideas but there are problems to it. If I give the cop a pistol,1 now he has something others will not get from a super long time. 2If the cop starts with the pistol recipe than he can repair it from the start.Now I could make recipes unlock for the professions at certain levels but that doesn't seem right to me. If you were a Cop and knew how to clean and assemble a pistol you wouldn't have to run around the zombie apocalypse a while before you remembered. I could make a completely new item "Old Pistol" and have it un repairable so it would have limited use. The same could be done for other items like a "Old Hoe"(hehe) or "Military Knife". Seems a little cheesy but it might be fun to relate to your profession immediately.

Also I have narrowed it down to 3 tech skills Primitive, Journeyman and Master Craftsman. Primitive will be Wood and Stone(cobblestone) building and early game items. Journeyman will be Scrap Blocks,Flagstone/Brick, Iron items and Mid game items. Master Craftsman will be Concrete/Reinforced Concrete, Steel Blocks, Steel items and End game items.

Now with that in mind what do yall think the gates should be? Can use player level and I would like it to require some mastery of the previous tech skill so the first group of items for Journeyman Crafting XP have a gate that requires some level of Primitive Crafting. The point is to not let player jump over Tech Skills and play through all the stages of the game at lest some.

My suggestion-

Journeyman starting items unlock at player level 20 Primitive Crafting lv 75

Master Craftsman starting items unlock at player level 65 Journeyman Crafting lv 75

 
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I don't really mind dogs, I can handle them, if not in packs. And the bears are rare enough. But when you encounter a fatty, little you can do to prevent his puke. Either you can snipe him before he sees you, or sneak up on him to close range so he engages in melee and not puke. But there are too many of them and when I hear his 'gulp' sounds it means another hole in the ground or a tree gone and it just pisses me I don't know why.

I highly agree, too many puking zombies

 
@xythI like those ideas but there are problems to it. If I give the cop a pistol,1 now he has something others will not get from a super long time. 2If the cop starts with the pistol recipe than he can repair it from the start.Now I could make recipes unlock for the professions at certain levels but that doesn't seem right to me. If you were a Cop and knew how to clean and assemble a pistol you wouldn't have to run around the zombie apocalypse a while before you remembered. I could make a completely new item "Old Pistol" and have it un repairable so it would have limited use. The same could be done for other items like a "Old Hoe"(hehe) or "Military Knife". Seems a little cheesy but it might be fun to relate to your profession immediately.
+1 for the OldHoe. I think the pistol issue can be controlled by ammo crafting gating and some tweaks to the loot tables to reduce/prevent 9MM rounds from dropping too often. Repairing knives and for other specialty items is similar, gate the repair kit needed. However, special starter items are also a solution I can support. Whatever you decide works best is fine with me.

As for the three crafting domains, I like it. I dont like player level being a gate but if needed I think this might be better:

My suggestion-

Journeyman starting items unlock at player level 20 Primitive Crafting lv 50

Master Craftsman starting items unlock at player level 40 Journeyman Crafting lv 50

Hard to guess the exact right number, but for some reason I found I leveled much slower than most of the posters. I dont power level or grind except to fill up the night hours, and was only about level 20 after most of my made items were 300-500.

 
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So, after playing this mod for a while I faced a huge problem with "overstuffed" debuff. Can someone explain me its mechanics? Even though my character is close to starvation this debuff still persists. Seriously, I was running around for about 3 in-game days "overstuffed" all the time. The debuff doens't seem to go away. Was eating charred meat only (as it is really easy to get early on). Previously on this thread I saw an information that you need to eat at least 100 charred meat during 1 in-game hour to get this debuff (maybe I am mistaken). I got this debuff after just 3 pieces of meat. Does the world time settings affect this somehow? In my savegame I am using 120 min setting.

sdffsdfs.jpg

 
Ok got this all sorted and need some input. Here is what is available for us to use for Farming. Each item has its own unique mesh.

Fruit Trees

  • Apple
  • Lime
  • Lemon
  • Orange
  • Peach
  • Pear
  • Cherry
  • Avocado


Veggies-

  • Tomato
  • Peppers
  • Carrot
  • Eggplant
  • Garlic
  • Onion
  • Lettuce
  • Corn
  • Potato


Fruit Plants-

  • Banana Plant
  • Blueberry
  • Snowberry
  • Strawberry(This one has a growth stage that looks just like Poison Ivy)
  • Yucca Fruit


Flowers-

  • Goldenrod
  • Red Flower
  • Cotton
  • Forrest
  • Sunflower


Other Food-

  • Wheat
  • Mushrooms


Medicine-

  • Aloe


Buff Items-

  • Tobacco
  • Cannabis
  • Hops
  • Coffee


Resources- (I think these will be used in biome decoration maybe drop seeds but no recipe to make seeds)

  • Redwood Tree
  • Bamboo
  • Palm tree
  • Sugarcane
  • Yucca Cactus



It’s a lot of stuff. The Starvation team has done a great job on adding a ton new vegetation meshes they just all look so beautiful it be a shame not to use them. But I think we will have to pick some of these for farming all is just too many.

 
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If those fruits and veggies are all edible and you gonna make all posible recipe mixes for them, the recipe count will be astronomical. So yes, lets select some. I personally don't feel the need for more edible crops. But for medicine/chemistry/craft we can have the more the better.

 
Fruit Trees

Apple

Orange

Peach

Pear

Veggies-

Tomato

Carrot

Garlic

Onion

Lettuce

Corn

Potato

Fruit Plants-

Banana

Blueberry

Snowberry

Strawberry(This one has a growth stage that looks just like Poison Ivy)

Yucca Fruit

Flowers-

Goldenrod

Red Flower

Cotton

Sunflower

Other Food-

Wheat

Mushrooms

Medicine-

Aloe

Buff Items-

Hops

Coffee

Those sound good

 
If those fruits and veggies are all edible and you gonna make all possible recipe mixes for them, the recipe count will be astronomical. So yes, lets select some. I personally don't feel the need for more edible crops. But for medicine/chemistry/craft we can have the more the better.
I'd use most if not all of them but place them in specific biomes. Citrus fruit only in plains, apples on in snow, pears in pine forest etc. As for recipes, that issue goes away in A16, so just add in some for now then all later.

 
Could be wrong, but the way they are changing the blocks (fewer types, more skins) will reduce the number of items in lists so the hit for having a lot of recipes will be lowered. If that wasn't why you wanted fewer items then my point isn't relevant.

 
Could be wrong, but the way they are changing the blocks (fewer types, more skins) will reduce the number of items in lists so the hit for having a lot of recipes will be lowered. If that wasn't why you wanted fewer items then my point isn't relevant.
its not the block count, its the recipe count that slows it down.

Because all recipes can be search from any station, it does a localisation lookup and a bunch of other stuff on every recipe each time you enter a character. They just need to implement a better search algorythm.

 
@RomRomRya-

Sorry missed your post . Are you playing with 120min days and in the dessert or snow biome?

 
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