V2.5 Survival Revival Dev Diary

I know you are on console, but if you have someone on PC host a game or use a server, you could easily have a map with only desert if you wanted. It's a simple thing to do. After you make a map with RWG (or any other way), the biome map is just a PNG image that you can edit in any image editor. Just replace all colors with the color for the desert and voila... all desert map. You'll have to work really hard to get your desert protection as soon as you start unless you turn biome hazards off, though. Once you are on PC, you can do this yourself very easily.
The sad thing is that he used to have a PC, but instead of upgrading or buying a new PC, he bought an Xbox (I remember him even saying that he had 2 XBox and was going give (or sell) one or something).
I'm sure he had a good reason for getting an Xbox, but by doing so, he said basically goodbye to modding the game the way he wants.
In short; he wants many "dream" features and settings in the base game, only because he cannot mod them in since, you know, being on console and all.
 
I honestly don't believe that stable will drop before xmas. I hope it will, but, I doubt it. I don't know when TFP go on vacation and I don't know when the console platform approval guys go on vacation, but, the later this launches in exp...the less likely stable before xmas is.
Judging from the last few updates, Microsoft have been really slow approving the Stable updates for release, and if that's still the case with 2.5 Stable, you might be right in thinking that the Xbox update might not show up before Christmas.
I do that TFP thought about that and make sure that 2.5 Stable is released at least a week before Christmas, just to play it safe.

With that being said... Good luck to us all!
 
After I read the patch notes initially, I thought, "well, jars are kinda pointless since they are a one time use, it would be nice if there was like a 75% chance of getting them back when drinking and using them for crafting".
And now they've added that option, which is great, although allowing for a return rate of over 80% starts to lean back towards square one.

However, the nail in the coffin is that they've also allowed jars to be craftable, a colossal failure to the water survival balance. It doesn't matter how difficult they try make it to craft jars, the moment they are craftable, we go back to square one before they added the dew collector, but since we also have dew collector (which I think should need jars to collect water from), the whole water survival is going to be so much easier than before they removed jars in the first place.

Reasons why jars should NOT be craftable:
1) As I don't like to use traders, I went all of A21 without a dew collector, since they were a trader only luxury. And I was still swimming in murky water, glue and duct tape from looting.

2) I played a mod recently this year, 28 Alpha's Later, which removed the dew collector and added jars back, but jars were loot only, and they were refunded when you drank from them, but jars were lost forever when making glue, foods and lavender oil, and even with all of the lost jars to crafting and the rarity of jars in loot, I still ended up with a few hundred stocked up by late game.

3) You can drink from a water source with your bare hands, vitamins prevent you from getting sick, and medical/food/perk healing is abundant.

4) Assuming durability is NOT added, the water purifier mod has infinite use, which means all water found in loot and from collectors can go into glue and food production.

When is a dew collector NEEDED?
1) If you are playing on 25% or 33% loot.
2) If you are doing an explosive build using explosive arrows/bolts and rockets.
If you're not doing either of these, then a dew collector is simply a want, not a need, as there is so much water, glue and duct tape in loot.

What I think should be done for the best of both worlds.
1) Jars NOT be craftable.

2) When drinking or using water in recipes, there's up to an 80% chance to get the empty jar back.

3) Jars are needed to collect water from dew collectors. This could be a tool slot within the collector that gets consumed whenever water is generated.

4) Assuming molotovs will require a jar, they should be buffed in damage (about 50%), and the petrol cost reduced to at least 200.
The reason for this is because pipe bombs are by far superior to molotovs, pipe bombs do more damage and are much cheaper to craft without the need of a chemistry station to mass produce them, unlike molotovs, you can't make petrol in the early game, but you can mass produce gunpowder in your backpack.
 
After I read the patch notes initially, I thought, "well, jars are kinda pointless since they are a one time use, it would be nice if there was like a 75% chance of getting them back when drinking and using them for crafting".
And now they've added that option, which is great, although allowing for a return rate of over 80% starts to lean back towards square one.

However, the nail in the coffin is that they've also allowed jars to be craftable, a colossal failure to the water survival balance. It doesn't matter how difficult they try make it to craft jars, the moment they are craftable, we go back to square one before they added the dew collector, but since we also have dew collector (which I think should need jars to collect water from), the whole water survival is going to be so much easier than before they removed jars in the first place.

Reasons why jars should NOT be craftable:
1) As I don't like to use traders, I went all of A21 without a dew collector, since they were a trader only luxury. And I was still swimming in murky water, glue and duct tape from looting.

2) I played a mod recently this year, 28 Alpha's Later, which removed the dew collector and added jars back, but jars were loot only, and they were refunded when you drank from them, but jars were lost forever when making glue, foods and lavender oil, and even with all of the lost jars to crafting and the rarity of jars in loot, I still ended up with a few hundred stocked up by late game.

3) You can drink from a water source with your bare hands, vitamins prevent you from getting sick, and medical/food/perk healing is abundant.

4) Assuming durability is NOT added, the water purifier mod has infinite use, which means all water found in loot and from collectors can go into glue and food production.

When is a dew collector NEEDED?
1) If you are playing on 25% or 33% loot.
2) If you are doing an explosive build using explosive arrows/bolts and rockets.
If you're not doing either of these, then a dew collector is simply a want, not a need, as there is so much water, glue and duct tape in loot.

What I think should be done for the best of both worlds.
1) Jars NOT be craftable.

2) When drinking or using water in recipes, there's up to an 80% chance to get the empty jar back.

3) Jars are needed to collect water from dew collectors. This could be a tool slot within the collector that gets consumed whenever water is generated.

4) Assuming molotovs will require a jar, they should be buffed in damage (about 50%), and the petrol cost reduced to at least 200.
The reason for this is because pipe bombs are by far superior to molotovs, pipe bombs do more damage and are much cheaper to craft without the need of a chemistry station to mass produce them, unlike molotovs, you can't make petrol in the early game, but you can mass produce gunpowder in your backpack.
i like your thinking about this topic.

i agree, that jars being craftable leads to a surplus of available water and that the cost of making jars does not matter - they will be abundant.

HOWEVER i dont think thats a bad thing. water survival is only one aspect of the survival game which presents you with challenges. challenges which you play to overcome. i WANT water to be an issue in the early game, a thing i think about in the mid game and forget about it in the late game. solving those problems and after a while be done with them is a satisfying game experience. it should not be a problem for the whole playthrough imo.

the requirement of a crucible is nice, but maybe not enough. mabye unlock with high/highest rank of workstations (forge ahead books) or something?

as for dew collectors - jars being a requirement could be fun. it could be the "fuel" so you can place multiple in the collector and time fills them.

the water purifier mod is OP. maybe remove it completely or just remove it from loot. make it craftable only after you find the recipe (high loot stage) and have it require some rare ingredient (the water filter for example, which was used to craft the dew collector in earlier versions).
 
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i like your thinking about this topic.

i agree, that jars being craftable leads to a surplus of available water and that the cost of making jars does not matter - they will be abundant.

HOWEVER i dont think thats a bad thing. water survival is only one aspect of the survival game which presents you with challenges. challenges which you play to overcome. i WANT water to be an issue in the early game, a thing i think about in the mid game and forget about it in the late game. solving those problems and after a while be done with them is a satisfying game experience. it should not be a problem for the whole playthrough imo.

the requirement of a crucible is nice, but maybe not enough. mabye unlock with high/highest rank of workstations (forge ahead books) or something?

as for dew collectors - jars being a requirement could be fun. it could be the "fuel" so you can place multiple in the collector and time fills them.

the water purifier mod is OP. maybe remove it completely or just remove it from loot. make it craftable only after you find the recipe (high loot stage) and have it require some rare ingredient (the water filter for example, which was used to craft the dew collector in earlier versions).

Exactly. The developers have said long ago that they want the players be able to **solve** water and food sometime after early game. This is why there is no limit to farming, this is why dew collectors eventually generate as much water as you want.

I disagree on having dew collectors needing jars. Compare the act of filling jars at dew collectors with filling them at any lake or swimming pool. The former means clicking on each dew collector twice and a day long wait inbetween. The latter involves driving to the nearest water source (distance is something you can manage to be rather minimal), and a few clicks to fill them stackwise, but the important thing, no waiting inbetween. I would assume most people would simply save the resources for producing any dew collectors.

Sure, the developers could counter by emptying swimming pools and any sources of water inside towns and making rivers and lakes a rare occurence. But that would make the game worse a different way, for what purpose? To have another unneccessary step added where you have to fill dew collectors. I don't see the fun in that after the first 2 times doing it for realism sakes.
 
I like the changes!... but I won't be able to play them in experimental or probably for a bit after stable release. Many mods affected, and all. I do wish a little bit that more stuff wouldn't be so heavily Int-gated but it does makes sense, though for sane-people runs and not the unexpectedly grueling challenge run I was in the middle of before that very challenge burned me out it'll definitely add to some mid-late-game QoL.

And extra storage on the bicycle is a fat 'ol HALLELUJAH, more bicycle buffs for the love of anti-Int-gating

I'd add the "rancher" to that...it makes no sense that he spits bees, imo, it would make more sense that he uses a revolver as a ranged attack.
but, not a hill I am willing to die on. lol
Beekeeper zombie with damaged beekeper outfit spitting bees would be way more logical
Put a damaged beehive model on the Rancher's head, like it fell and got stuck. And/or, make him fumble a hive-encrusted pistol that shoots bees. Maybe bees were the true source of the zombie virus? It spread through pollination into nearly all food sources, and the Rancher was the first infected. Maybe the Duke is a big 'ol bee! Or a wasp in disguise.
 
I like the changes!... but I won't be able to play them in experimental or probably for a bit after stable release. Many mods affected, and all. I do wish a little bit that more stuff wouldn't be so heavily Int-gated but it does makes sense, though for sane-people runs and not the unexpectedly grueling challenge run I was in the middle of before that very challenge burned me out it'll definitely add to some mid-late-game QoL.

And extra storage on the bicycle is a fat 'ol HALLELUJAH, more bicycle buffs for the love of anti-Int-gating



Put a damaged beehive model on the Rancher's head, like it fell and got stuck. And/or, make him fumble a hive-encrusted pistol that shoots bees. Maybe bees were the true source of the zombie virus? It spread through pollination into nearly all food sources, and the Rancher was the first infected. Maybe the Duke is a big 'ol bee! Or a wasp in disguise.
exactly...model in something to show it makes sense...and then it makes sense. The frost claw (now Chuck) didn't stretch credibility that it/they threw boulder/large snowball? at you. But neither desert model shows any sign of why they spit bees...in the desert...a place not really known for its high bee population. oh well :)

More vehicle storage soothes my loot horder soul. I am curious to see what the extra storage looks like on the models. Something else to look forward to discovering.
 
The sad thing is that he used to have a PC, but instead of upgrading or buying a new PC, he bought an Xbox (I remember him even saying that he had 2 XBox and was going give (or sell) one or something).
I'm sure he had a good reason for getting an Xbox, but by doing so, he said basically goodbye to modding the game the way he wants.
In short; he wants many "dream" features and settings in the base game, only because he cannot mod them in since, you know, being on console and all.
It was just too expensive at the time and my uncle gave me a Series X so I used it.

But that's gonna change very soon i could get it right now but my brother is working on a custom case and we gotta test the parts Make sure they are good
 
It was just too expensive at the time and my uncle gave me a Series X so I used it.

But that's gonna change very soon i could get it right now but my brother is working on a custom case and we gotta test the parts Make sure they are good
I'm not trying to be mean to you, but let's face it, you're the type of player who needs a PC.
I'm happy that you might be getting one soon.
 
How about you guys start talking about population instead of jars,
i can not recall steam numbers being this low all year so to me that means alot of people are not playing waiting for 2.5 to release.
Release the Kraken!
Screenshot 2025-12-11 172803.png
 
How about you guys start talking about population instead of jars,
i can not recall steam numbers being this low all year so to me that means alot of people are not playing waiting for 2.5 to release.
Release the Kraken!

Been Waiting to start another playthrough until 2.5 drops. Been checking every day. @faatal Any news on EXP?
 
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Crap.....I hope those show up ok
 

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I'm not trying to be mean to you, but let's face it, you're the type of player who needs a PC.
I'm happy that you might be getting one soon.
Oh agree 100% im not arguing that. Hell im really excited to mod. Hell I got a road map basicly for my concept of "wild navezgane"
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How about you guys start talking about population instead of jars,
i can not recall steam numbers being this low all year so to me that means alot of people are not playing waiting for 2.5 to release.
Release the Kraken!
View attachment 37556
Its down probably due to people waiting. Hell im just goofing around right now waiting for stable
 
How about you guys start talking about population instead of jars,
i can not recall steam numbers being this low all year so to me that means alot of people are not playing waiting for 2.5 to release.
Release the Kraken!
View attachment 37556
You're comparing the weekly peaks of each week to the CURRENT concurrent daily players. You're not wrong about the player counts being low but that's an incorrect comparison.

This game sees it's players reliably peak every sunday and you're comparing that one of 7dtd's historically worst days, Thursday (for whatever reason) which is why it looks like such a sharp drop on steamDB.

The graph won't look that bad by the end of the week.

But undeniably, player counts ARE falling but it has been consistently falling since mid-july so I doubt it's people waiting for 2.5 and more that people got bored of 2.0.
 
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