Welcome to 28 Alphas Later!
Updated mod version 2.0.0 – now for v1!!
The idea behind this mod is to slow progression, make traders less powerful, and generally extend the time for a playthrough, while keeping the vanilla look and feel.
GENERAL GAMEPLAY
- Player starts with a new debuff – Despair.
- As your despair increases, your abilities will be negatively affected. If despair reaches 100%, you’ll be seconds from death.
- Conversely, if you can manage your despair well, you’ll receive buffs for remaining positive.
- The despair indicator on the HUD will fill as your despair grows and will change colour to indicate the level of your despair.
- If you’re able to manage your despair and have a more positive outlook, the icon on the HUD will change, as will the fill colour to indicate your levels of positivity.
- Despair can also be checked from the player information screen.
- Despair is dynamically affected by various different factors, including:
- 1: Darkness. Too dark, and your Despair will increase dramatically. Torches, helmet lights and flashlights will mitigate this. Use these in conjunction with a campfire for the best effect.
- 2: Temperature. If you’re freezing or sweltering, your Despair will also increase dramatically. Find shelter!
- 3: Environment: Varying degrees of “wetness” will change how Despair affects you, as will your shelter. If you’re warm, dry, sheltered, well lit or resting on a bed or bedroll, AND near an operating campfire, forge or chem station you can effectively “treat” Despair.
- 4: Hunger and thirst affect how quickly your despair increases. Starvation/dehydration will drastically increase the rate at which you become affected by despair.
- 5: Injuries will affect how quickly your despair increases.
- 6: There is medication in trader stock and rare medical loot to treat your despair.
- 6a: There is also lavender growing wild, which can be collected to make your own lavender seeds, and is also used to make Lavender Oil in a cooking pot at a campfire. Treats 3% Despair.
- 7: All food has a positive effect. The better the food, the more effective the treatment.
- 8: Killing zombies and animals will reduce your overall despair. Conversely, getting hit by enemies will increase it.
- 9: Being in close proximity to zombies increases your Despair. The tougher the zombie, the worse the effect. The effect is compounded, so the more zombies there are, the worse it’ll be.
- 10: Player “wellness”. Your maximum health will also slow down the effects of despair. Every 10 additional health slows down the rate at which Despair affects you.
- 11: The morale booster from the drone will decrease the rate at which despair affects you.
- 12: The trader has an effect. Being close to a trader will slow down and/or reduce your Despair.
- 13: The perk “From the Shadows” also has an effect on the way Despair affects you at NIGHT. The more points in the perk, the less Despair affects you at night.
- Headshots! Zombies take maximum damage from headshots, however, they do take small damage if you miss the head.
- Zombies DON’T bleed. Nothing undead takes bleed damage.
- Hazmat zombies are a guaranteed source of hazmat gear. Kill one, and if it drops loot, it’ll have some hazmat gear in there.
- There are more zombies in the world. Biomes are gamestaged, which means zombies get tougher and their number increases as you level up.
- Zombies are tougher.
- Nights are dangerous, downtown is much more dangerous.
- Traders and vending machines are MUCH more expensive to buy from, and traders will buy from you at a much lower price.
- Crafting is 25% more expensive, and loot, harvesting and scrapping quantities are much lower.
- XP required to level increased by 25%.
- Dismember chance lowered to 1% per attribute level, max at 10%.
- Knife base damage rebalanced.
AMMO, WEAPONS, MODS AND ARMOUR
- New basic wood arrow/bolt. Made from a single branch, its range is poor, its damage isn’t great, and it always breaks on impact.
- All arrows and bolts have a 25% chance of causing bleeding on a living target. Shame it doesn’t work on the undead…
- Ammo can be “dismantled” into its component parts.
- The serrated blade only fits on spears and knuckles now.
- Hazmat armour mods can be crafted. You’ll still need all four mods (head, gloves, outfit, and boots) for full radiation protection.
- New mods – blessed metal for stopping mutated regen. NiCd is back, as is Flaming Oil and Liquid Nitrogen.
- New clothing mod – cycling shorts. Install them in your leg armour/clothing and save 25% stamina when cycling.
BLOCKS/WORKSTATIONS
- The beehive. Find bees (and honey) in specific tree stumps (beehives) in the world, and use them to produce honey. Normal wild tree stumps have a higher chance of giving honey too.
- The rain collector. Works like a dew collector, but requires an empty bucket to collect water.
- The chicken snare. Place this block down, and load it with corn seed to attract and trap chickens, which can be used in coops to produce eggs.
- These chickens can also be butchered for meat, feathers and eggs, with a hunting knife in your inventory.
- The chicken coop. Place this block, add a chicken from a trap, and it will produce eggs over time. The chicken will “dry out” over time, and will need replacing to keep producing eggs.
- The tablesaw cannot be crafted, it can only be collected from POIs. Press “E” to pick one up.
- The workbench now has slots for a wrench, hammer, ratchet, impact driver, and nail gun. These tools are needed to craft a lot of items, and some items have been moved from inventory crafting to workbench crafting.
- The cement mixer now requires gasoline to work.
- The forge no longer requires you to smelt items. You can use the items directly from your inventory, and a lot of items are crafted in batches of 5.
BUFFS/DEBUFFS
- Snakes and Spider zombies will envenom you when they attack. Kill snakes to extract their venom, which can be used to make antivenom. Antivenom crafting is unlocked after reading 10 medical magazines, and it can appear in loot and trader stock.
- The Wasteland biome is irradiated, and very, VERY dangerous. You’ll need hazmat mods before you venture in there.
- Radiated zombies now irradiate the player when they attack. A full set of hazmat mods negates this.
- Some Burnt zombies now set the player on fire when they attack. A full set of hazmat mods negates this.
- Honey infection treatment reduced to 3% from 5%.
- Despair medication (Lavender, St. John’s Wort and Lithium) can be found in medical loot, and in trader stock. Lavender oil can be crafted from lavender flowers and used to treat despair.
ZOMBIES/ENEMIES
- Bears and wolves are back in the forest.
- Hazmat zombies are now immune to burning.
- New Bunker Buster zombie. Only appears during bloodmoon(s), and can appear from the very first Bloodmoon. You’ll want to take it out quickly… think of it as a “light” demolition zombie.
- Demolition zombies appear at a much earlier gamestage.
- New Mutated zombie variant. Bigger, tankier, stronger, yellower, and with more radiated regen. You’ll need a blessed metal mod to take them down – the wasteland is full of these guys.
- New Frozen zombie variant. Slightly tougher, slightly slower, slightly more XP, and take slightly more damage than their “Normal” counterparts. Immune to the effects of liquid nitrogen, and if they touch you, your movement is reduced by 20%. You can negate this by maxing out the Well Insulated perk. Found in the snow biome.
- New Rotting zombie variant. They have lower HP, lower XP reward, and they take more damage. Found in the forest biome.
- New Cowboy zombie variant. Similar to “normal” zombies, these enemies are exclusive to the desert biome, identifiable by their cowboy hats and/or gun belts. They are hot to the touch, and getting hit by them will overheat you briefly.
- All “fatties” (Big Mama, tourist etc.) explode…
- During bloodmoons, ‘some’ zombies have a 10% chance to respawn after death, unless they’re killed with fire or explosives. There is also a 5% chance that a “boss” zombie will spawn, which boosts all zombies within range; their damage by 20%, and gives them regenerative properties. The boss is marked with a specific symbol, so target them with extreme prejudice.
- All “Fat” zombies (Cop, Big Mama and Tourist) are filled with a substance that’s irresistible to all zombies. If you are within range when they explode, they’ll cover you in this stuff – and attract other zombies. Cop and vulture vomit also has this effect.
FOOD/FARMING
- All canned food found in loot, vending machines, and trader stock is “uncooked”. Cook it to make it safe to eat, or eat it and run the risk of food poisoning…
- Uncooked cans don’t replenish health, just food and water.
- Five new recipes – Chicken stew and chicken miso, top of the tier 3 food chain, along with Scrambled Eggs, a better use for eggs and Tramp/Vagabond stew(s), which use cat/dog food. Basic recipes, unlocked by default. Needs a cooking pot.
- MegaCrush is craftable, in a campfire, with a beaker, and cheaper in a chemistry station.
- Pies and cheesecake need honey for that sweet, sweet taste now.
- Crops’ growing time is double that of vanilla.
- Farming is reworked entirely. You need a hoe to till the ground to plant seeds. Use the hoe with fertiliser to upgrade the tilled ground. Fertilzed terrain yields 3 crops, same as a farmplot.
- Farm Plots require fertiliser and nails to craft, are crafted in the workbench with a hammer, and are the same fertile level as fertilised ground.
- There is no harvest bonus for Living off the Land, instead, seeds cost less crops to make per level, and the amount of fertiliser required to make farmplots is reduced per level. Fertiliser is craftable in the cement mixer and chem station, and is in some trader stock.
- Wild plants can be picked up – press ‘E’ by default to pick them up. Wild plants always give one crop, whether they’re picked up or “punched”.
- New plant – lavender. Purple flower found growing in the wild and in some POIs. Seeds crafted from lavender flowers, no unlock required. Lavender flowers can be found in loot and trader stock, and Lavender seeds in trader stock.
PROGRESSION
- There is no more Daring Adventurer or Better Barter. Traders will give a drink after every quest tier, which will increase bartering by 5% and trader level by one for each tier of quests completed. MAKE SURE YOU HAVE SPACE IN YOUR INVENTORY FOR IT!
- There is a new perk, Survival Instinct. It’s a “single-player” version of Charismatic Nature. 5 levels, each level gains you an additional 5 health/stamina, 10% block damage, 5% entity damage, 3% XP, and carry capacity increases by 1.
- Living off the Land now offers a discount to crops needed to make seeds.
RESOURCES
- Trees no longer give wood, they give wood logs, scraps, and branches. Logs can be placed and then chopped with an axe for wood, or use the table saw to do it quicker and better.
- Primitive weapons and ammo are now made from wood scraps, branches, plant fibres, and/or stone.
- Cobblestone is now more expensive to make in your inventory. Use a cement mixer to make it cheaper.
- Concrete now requires a bucket of water and a new material, Feldspar. Concrete is crafted in batches of 250. Returns an empty bucket when crafting is complete.
- Most ammo can be dismantled into its component parts. Check ammo for recipes, and look at the 3rd tab to see what they dismantle into. Most need a workbench to do this, but basic arrows/bolts can be dismantled in your inventory.
- Repair kits are more expensive, and top tier weapons/armour/tools now require a specific repair kit.
VEHICLES
- All vehicles EXCEPT the bicycle are too heavy for you to carry. Crafted vehicles come in a crate for you to carry to their deploy position.
- Two new vehicles, the Ruin Runner and The Hornet.
- The Ruin Runner is a dirt bike, with similar speed to the motorcycle, but the inventory capacity of the minibike. The Hornet is an off-road dune buggy. As fast as a 4×4, but with the inventory capacity of a motorcycle.
- Vehicles CANNOT be used underwater.
Contributors
- Particle systems/Unity edits – Author: redbeardt
- 28AL Item Offsets/Core – Author: redbeardt
- Custom mesh files – Author: Schrader97
- Farming template (xml code) – Author: Gouki
- Original Chicken Coop model – Author: DocRabbit
- HJPlayerItemCount – Author: w00kien00kie
- IDCCore – Author: I Don’t Care
- NVG changes (xml code) – Author: Khaine
- Khelldon Custom Menu – Author: Khelldon
- Custom Menu Music – Author: Khaine
- Material Modifier – Author: Zilox
- ColoredContainerStates – Author: Scomar
- WMMTraderQuestMap – Author: w00kien00kie
- Radiated Wasteland (xml code) – Author: gemini
Also a huge thank you to Frantic_Dan and redbeardt for the custom HUD base code, and main menu localization changes, and to YubiNashi and Frantic_Dan for ideas/balancing and playtesting.
Changelog
V3.0.5 HOTFIX
- Fixed duplicate gamestages, entitygroups, spawning xml bug that prevents zombie spawns in POI’s
UPDATE V3.0.5
- Updated KFLib
- Updated SCore
- Fixed a bug with player medicine cabinet shape helper
- Fixed a bug with zombie backpacks and loot drops
- Changed forge bellows and anvil back to vanilla values
- added some missing tags to custom foods
- localization tweaks
- loot prob tweaks and fixes for blessed metal, liquid nitrogen,
- flammable oil and NiCd battery mods
- fixed progression unlock bug for dune buggy
- tweaked custom quests for Trader Nancy (credit CautiousPancake)
- added basic recipes for carrots, onions and turnips
- correctly added new crops to trader stock
- added extra input crafting row for wood burning stove
- tweaked Trader Hells compound with new block(s)
- doubled stack number for small batteries
Again, this may or may not be save game safe. As always, back up your saves before you update 🙂
UPDATE V3.0.4
- Tweaked forest biome spawn groups
- Tweaked block placeholders for new crops
- Added back guaranteed mech part from mail drop boxes when destroyed with any tool
- Added custom quest types and rewards for Trader Nancy (credit CautiousPancake)
- Added new plantable crops, with recipes for onions, carrots & turnips
- removed steel shapes from crafting
- Added new crops to loot and trader stock
- Tweaked UI for better clarity
- Fixed new lavender block rotation in Trader Jen’s compound
- Fixed ‘0%’ display bug when battery/fuel for handheld items is actually 100%
- Localization tweaks and fixes
- Fixed bug with some vehicle deploy crates
This may or may not be save game safe. As always, back up your saves before you update 🙂
V1
DOWNLOAD for V1.x (1,7 GB)
Alpha 21
DOWNLOAD for A21 (1,1 GB)
The forum topic of the mod is here.
Credits: HellsJanitor
If you have any questions or have any problems/bugs, please use the support link (Discord, Forum Topic, GitHub Issues, etc.) in the post. If there is no support link in the post, please use the comments section.
the backpacks zombies carry and drop. how do i get this on its own to apply to vanilla. can we get a stand alone mod for this please?
does this mod have companions npc? when hitting esc i see options to remove footsteps?
How do you turn on the headlight? F does not work. Does it need batteries maby? How do you make it work?
Have a yellow battery in your inventory, and then equip the light or get on the bike and you should see a red power icon meaning its using the battery. The same applies with torches and gasoline.
Hi, have a issue with the mod, the moment i talk to the trader and accept his first reward a error start and i cant talk to him without no stop error, the dialog window no longer opens
I think I had that issue when playing on version 1.1. This is only supports up to 1.0 right now.
Played this mod from day 1 a few times now. Then I cheated and went to late game to test a few things. Why is it that no amount of spotlights or player lights will give me a Well Lit buff? Why is the only way I can lower my despair through consumables or standing by a campfire for a very long amount of time? If it’s about feeling confident in survival, why doesn’t getting better outfits, weapons or defenses help? Despair makes the game more about “how many lavender oils and I make and consume each day?” I like the tougher challenge and appreciate the direction this is headed. Just hope there’s still got some updates coming.
And another question. Why does despair rise faster at night than lavender oil treatment? At the beginning of the game, with a time of 1:30, it is IMPOSSIBLE to survive in the Blood Moon! Debuff is gaining MUCH faster than the medicine works! How to survive in such conditions?
There is also a problem with chemical protection. You get into the car – you need to take off the armor and put it back on so that the protection works. When exiting the car, you need to do the above again.
The problem with dealing damage to zombies. When fired from any weapon, a bullet or arrow often flies through zombies and does no damage. It’s very annoying.
The idea is good but in game it is much too restrictive, when your game is set to a cycle of 24 hours and 120 minutes you have to stay all night next to a merchant, for too much time IRL, at the end of the night you are at more than 50% contagion and without being able to do anything, I am not having fun at all, I am moving on, good luck to the others LOOOOL!
Skill issue because right not i was able to remove the despair debuff (yes you can if it reach 0%) and now i have 100% HOPE buff and i’m only on day 9
You are using other mods to make a ton of lavender oil. Just shows the mod needs some adjustments.
I have all four Radiation Protection mods on my gear but when I go into the Wasteland, I still take damage. Am I doing something wrong or is this a glitch?
I noticed the protection does’t work if you’re on a vehicle, need to go on foot but that’s must be a glitch
New version does’t work, it gets stuck on loading screen forever. Tried with new game and all, still nothing, only the old version works.
This mod just feels like it’s actively trying to screw you over way too much.
If you play this modpack alone yeah it gets really hard and kinda unfair, i use several other mods to help me overcome this mod better
I don’t know if the goal of the update was to turn off the light mode so that it works based on darkness. if so, then I have to admit that the mission was successful )))))))))
Hey i love this mod but i dont know if thats possible to do as a little QoL thing…
With the lavender to treat despair i know it works but i would love having it on the lower side as like a “buff” to see how much of the 3% is left getting treated for the despair meter. I crafted a big bunch and used them but i couldnt tell without checking beforehand how much despair will be treated. But so far love the mod 🙂
+1, i actually want this too
On another note, why we can’t farm coal from burned forest/wasteland’s trees? coal nodes are so scarse, its so hard to make gunpower because of that, literally all of my ammo comes form loot, need more..
Is there any way to display health bars?
I think its possible to install any health bar mod now, i’m gonna try it on a bit
Yes i can confirm now with the new version its possible to install enemy health bars mods now
When the player has 33.3% of the “hope buff” the indicator on the UI won’t go up anymore tho you can see on the player’s status screen the buff its still going up, so i believe the indicator its glitched somehow, this din’t happen on the older version of the mod
Don’t worry we had a conflicting mod. All good now
Any idea why I can’t build? I can build the wooden blocks that for some reason can’t be upgraded but I also can’t build cobblestone blocks. Any ideas would be appreciated. Thanks
Sounds like you don’t have the wood for upgrading. I had that issue as well. Have to make wood planks out of stumps for wood blocks that can then be upgraded to cobblestone.
Great mod , but not for everyone…You just can’t loot all day and night or build/mine. More sim ,less Arcade with despair 😉
install the mod “give me seeds” and “ice to water” so you don’t have much of a trouble to craft levander meds, i was able to “completely” heal despair and now i have a buff called HOPE.
Weird – i can’t paste the Code here!
I just removed the complete Dew-Coll-Quest and added it complete new with xpath-commands.
I’ve not updated the Mod and fixed the broken AdvancedDewCollector-Challenge in the challenges.xml-File 🙂
Can’t seem to upgrade blocks not with axe or hammer? When you right click it does the action as if it will upgrade but just keeps going round and round…
Probably you have a mod like crafting from containers or something, not all mods are compatible with this mod pack
Where can you find feldspar? in which biome?
Also, can you add a health bar for enemies? i tried to install the ones we have around here but none of em works with your custom UI
nevermind i noticed you just need to change “godmode” to “always” on your config files to activate the hp bars
how to get the table saw? i can’t find it on the craft menu, it is only available on a trader?
I saw them in house basements or in barns, they are usually sitting on a table or box or something, just go up to it and loot it like its any other loot.
Be careful though, once you place it, you can not pick it up again and can only destroy it for iron scrap.
Thanks for the info! legit was unable to find it lol
why in 1.0 have problem with .dll files?
i downloaded the right version for modpack
Fun mod but the Despair mechanic is way too strict to the point where this mod looses its appeal. Staying inside with light and in front of a campfire all night and when roaming in the day it fills faster then you can recover. Even with the lavender meds its just way too strict.
did u play in 1.0?
just tried with a new save for me on 1.0. died the first night due to despair. there is no easy way to reduce it as it accumulates super fast. should either be reduced by 90% accumulation rate, or make all actions that reduce despair more potent at least by 50%.
I was held up in a secure room, with a torch, and not starving or anything, but my despair just kept shooting up.
I LOVE the idea of batteries for flashlights and torches having durability, this mod is awesome, just wish despair wasnt soo bad, or at least wouldnt outright kill you. Maybe make it so at 100% all your stats are down 90% and your max health/stam is cut really bad as well. but just dont make despair kill you.
how do u downloaded without errors with .dll files? I have problem with them
Despair its only “unfair” at night it raises super fast, you can’t really do anything outside of your base at night but after you get the headlight mod that problem its solved, if you want to explore poi’s at night just use the headlight and use the lavender meds, it won’t go up unless you get hit by zeds
Al l POIs dont spawn zombies, only street have a zombie!
exactly this, i just started my first game and no zombies in ANY houses. Is this a bug?
when i start the game has red errors for mod assets and i can’t play
how can i fix that?
Check the version and how are you installing them?
I cannot get the game to load past “Loading UI”.
I had just reinstalled 7 Days after completely uninstalling and deleting it from my computer, as my boxes/houses kept disappearing. I have no other mods installed, and I even uninstalled and reinstalled everything again today, solely to try loading a new world without the mod (worked fine) and then adding the mod (stuck on “Loading UI” again). I sat there loading UI for 3 hours last night, does it really take that long or am I doing it wrong?
I love the idea of the mod, but I’m not ready to adopt it wholecloth. That said, I have been desperate for a mod that does what this does with glasses (get rid of the static bonus and adds different mods you can add). Is there is anyway to pull and use just that part of it?
Cant seem to craft anything in the inventory? is this intended do i have to search for a working workstation or something or is a mod conflicting? (i only have 16slot toolbelt mod & craft from containers)
fixed it, it was an issue with some weapon packs (forgot i had them installed still)
Is there a way to play this mod without headshot only? and what does despair do?
Despain is a build-up status that when full it will give you a heart attack (and drain your HP till you die), it’s a better motivation to stay alive, not get hit by zombies, keep well fed and hydrated, warm and good lighting when inside or at night time and all in all Survive
I edited the ‘buffs.xml’ file and commented out the headshots only section. I can now shoot the zombies anywhere. It also really prevents turrets from being any good as they mostly hit zombies in the body. I had to google how to comment out a section of an xml file for the record. I did get some red errors on load but haven’t had any difficulties as a result of the edit that I can find after about 30 game days in.
i found headshot only in a buffs file but how can i change it? i don’t understand why headshot only in this game have collision only in headshot like other games have collision even u can kill them only in head
It’s well put together but the Despair system is a bit too harsh, is there an ini file that we could modify to make it go down a tad faster, camping constantly is quite tedious. Also, i’ve spent
a bunch of hours testing out to see if killing zombies decreases despair, it’s not very noticeable. There was a mod (A19) =Stressed Out=, that added smoking and drinking of alcoholic drinks as a way to decrease the Stress meter, maybe you could add something similar in future updates?
i like the mod but despair mechanic is unmanageable ( infenction mod was better) despair raises to fast compared to how much u can treat it . ended day 1 with 38% dispair and light is the only thing that keep it at bay .u gonna stay all night infront of a campfire holding a torch and eating food u dont have . cos once u move away despair skyrocket …also despair meds ( st john and lithium ) should not be gated byond rng trader but craftable endgame meds at least this is my point of wiew after testing this mod .
Vultures are a torment in this fashion. It is impossible to kill them, and they appear in the first locations where there are lvl 1 quests. It was enough that the vultures could be killed by any means, not just headshot. I just pressed ALT + F4 and will never return to this pack.