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True Survival

So trying it out and really love it, the only question I have is the start seems a bit unbalanced with zombies always on you, but it could very well just be an adjustment on my part. Typically when I spawn in I have zombies chasing me before i've even crafted my class selection.

How do other people start off in the mod strategy wise.

 
So trying it out and really love it, the only question I have is the start seems a bit unbalanced with zombies always on you, but it could very well just be an adjustment on my part. Typically when I spawn in I have zombies chasing me before i've even crafted my class selection.
How do other people start off in the mod strategy wise.
I usually run my butt off trying to find a survivor npc to hide behind while I get starting, before I try to meet up with the rest of my team (always playing coop)

 
So trying it out and really love it, the only question I have is the start seems a bit unbalanced with zombies always on you, but it could very well just be an adjustment on my part. Typically when I spawn in I have zombies chasing me before i've even crafted my class selection.
How do other people start off in the mod strategy wise.
Unlike other mods there is no safe zone time period because Spider added zombies to the entitygroup.xml "followers" that is used to place the survivors on the map. If you replace the zombies in that entitygroup with animals like rabbits and chickens you will get back the safezone time period and you can play as normal.

 
All that stuff is fixed in the SDX version if you are interested. Maybe when the SDX one gets a little more finished ill go through and bring all the bug fixes i have done in it over to this one. I don't know though, we will see when A16 comes out might not be worth my time.

 
All that stuff is fixed in the SDX version if you are interested. Maybe when the SDX one gets a little more finished ill go through and bring all the bug fixes i have done in it over to this one. I don't know though, we will see when A16 comes out might not be worth my time.
Agree with all of this

 
Is it normal that there are still items that don't have pictures in game?

And just interested I have cigars and cigaretes. When I go in creative menu I can only find cigars there. Is that normal?

 
All that stuff is fixed in the SDX version if you are interested. Maybe when the SDX one gets a little more finished ill go through and bring all the bug fixes i have done in it over to this one. I don't know though, we will see when A16 comes out might not be worth my time.

From my experience people tend to play mods that are strictly XML based as they don't want to bother with SDX. As long as A16 doesn't change too much code-wise I certainly think it would be worth the time.

 
@Budzilla-

I make my SDX mod so that players do not need to download, install or know anything about SDX. Its a complicated cumbersome program thats not very user friendly, but its what we got and its better than nothing. All you need to play my SDX mod is the Sphereii's 7S2D Mod Launcher. It only takes a few clicks and then it's done and you can jump back and forth between mods and vanilla game with just one mouse click. After you have it installed you can start the game through steam like normal(just make sure to update the mod once in a while)And A16 is going to be a lot of new code. A lot.

 
Yes, but when dealing with server hosts it is much more complicated and trivial. There is a reason only a minority of servers run SDX mods.

 
True most make it difficult to up load .dll files. Some do not. Bluefang is who I host the SDX server on and they give full access to all game files if any one is looking for a SDX sever provider.

But you are right that's the reason I don't put it out as a SDX mod is because that would pretty much ensure I would only have like 10 people try the Mod maybe. But like I said the way I package it makes sure the players and server owners never ever have to touch the SDX program just copy and paste files just like a xml mod

 
This is quite remarkable fun mod to play, but me and my friends have found a slew of errors, bugs and thoughts:

Missing Icons or missing/error in xml:

porkbelly

sticks

animalguts

fishingline

hoofs

+others I can't remember.

Steel tools and the steelclub makes no impact sound. removing their materials="msteel" from the xml seems to fix this.

Tallow in chemstation needs cookpot, which don't go in chemstation

spotlight needing wrench in workbench, which don't go in workbench

burnbarrel missing it's queue window i xui.xml causing console errors

engine parts brake waaaaaaaaay to quick, and when they break during driving, causes all loaded fuel to be 0, but able to keep going forever until leving the minibike. Also causes enginesound to never stop until picking the bike apart.

Minibike handlebars and seat missing in recipies

overstuffed buff not going away until death

toggleable electric lights dont work, fix mentioned earlier in thread!

steelhelmetlight causes player head to be invisible

orientation on all prefab walllights (porchlights etc) is off causing them to float in the air rotated 90 degrees.

blastfurnace only use is for steeltooltip?

lootlist for treasurechests contains casinotokens

spelling errors everywhere in localization.txt

Is it intended to have almost nonexistant chance for toolanddieset, calipers, blowtorch (weilder) and tier3 skillbooks?, at day 98 now, and we have only found 2 caliper and 2 blowtorch item so far, don't think I have ever seen one of those tier 3 skillbooks.

Fishingline and Gauge item's found but they don't seems to be for anything?

-Holo-

 
Hi Holo thanks for the bug report. I am not actively updating this mod right now but I am taking all the bugs found here and fixing them in the new SDX version of the mod. Some of these are already fixed in the SDX version but the ones that are not I will get fixed. Thanks again.

 
Hey Spider I can't wait to play your upcoming version of TS you really are a creative genius! Thanks for all your efforts which apparently you put in when not working your day job. You should never feel the need to justify anything you do with your mod. You are a humble guy who makes mods so good that Alpha 16 won't top them. You take a lot of player input into consideration and give credit to all who make your mods better. After an alpha 15.2 TS game crash I switched over to WOTWO for awhile. My first game on day 1 I had killed 40 zombies, built a solid fort, and had plenty of food stocked up. Apparently your TS turned me into a dominant player! WOTWO is a great mod but I prefer the thrill of knowing I could die any second in your mod. I also prefer your style of slower progression. Keep up the good work!

 
enable bandits correctly

Currently there is an issue where bandits don't do anything other then yell at you menacingly. I traced this to a line being commented out in the entityclasses.xml file. If you would like to fix your bandits with this mod, just follow these steps:

Open entityclasses.xml

Find (Should be line 2718)

Code:
<!--<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>-->
Change it to

Code:
<property name="AITask-1" value="RangedAttackTarget2" param1="0" param2="5"/>
Save and upload.

Once completed, be prepared, they are scary AF.

 
Hey spider, how did you go about turning off the lights in all the POI's? Was there a "quick" way to do it, or did you have to go through each individual prefab and replace them?

 
I asked Spider the same thing. There is a simple fix. Just remove the word prefab off the end of the model model name. So porchlightprefab becomes porchlight. You can't change a few like the spotlight but most can be changed.

 
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