Description
With the release of the official version of the game 2.0, the PROJECT Z mod is being shared. This is now the largest (of those known) full set of mechanics that works only on the server side, and does not require disabling EAC. All blocks of the project significantly expand the game and provide a new gaming experience.
Many who were looking for mods separately will surely understand what this refers to and will be pleasantly surprised by the current build.
More detailed information can be found in the discord server.
Here is a description of the main blocks of the project:
Armor Balance
A complete rebalance of all armor in the game and the addition of new bonuses from sets. Also added a bonus from the armor class when wearing one type, and the mechanics of half sets (twice as much bonus when wearing 2 or 3 elements of the set)
Better Quest Reward
Reworked rewards for completing a quest from tier 3 above. A little bigger and more useful reward.
Better Stacks
Changed stack values for most items in the game, for more convenient storage and collection.
BigInv 78 slots
Backpack size increased to 78 cells, and the information panel was redesigned.
Bosses
UNIQUE bosses and minibosses. All opponents have unique mechanics and rewards. Currently, more than 15 unique opponents have been implemented.
Contracts
Adds more than 75 new mini-tasks to the game with various rewards and varying difficulty. Significantly expands the gameplay.
Craft Ammo
Allows you to create enhanced ammunition from regular ones for the difference in the cost of the recipe.
DECO
Adds many decorative blocks for construction.
Elite Zombies
Adds a new class of zombies and evenly distributes them as the game progresses.
Fear And Fatigue
Adds new mechanics for spending stamina and stress resistance.
Game Balance
A number of balance fixes in the game.
HUD
Adds a new HUD in the game.
Master Skills
The largest block in the set. Significantly expands the possibilities of crafting and opens a branch of mastery. Adds new stations, items, food and much more. Significantly expands the gameplay.
Mining Balance
Balances ore mining so as not to dig huge quarries. Mining blocks are significantly increased in strength.
Passive Skills
Adds a new branch of bonuses that are pumped up automatically as the game progresses.
Perfection
Adds a character improvement branch with a significant increase in the number of skills for pumping. Increases the maximum level to 500.
Radiostation
Unique mechanics of new quests and events. Obtaining new rare resources and ammunition.
Rare Modifiers
Adds more than 50 new rare and unique modifications. Some of them have unique mechanics.
Rare Resources
Adds rare resources to the game.
Repair Tools XP
Will expand the use of construction tools, increasing the experience gained during construction.
Rough Terrain
Adds mechanics of sensitivity to the surface when moving a player or zombie.
Self Traits
UNIQUE MECHANICS of positive and negative character traits distributed randomly at the beginning of the game. Significantly randomizes each game.
Story
New quest chains for player development and familiarization with the mechanics of the project.
Super Elixirs
Adds super elixirs.
Universal Parts
Adds the mechanics of disassembling all items and parts into universal parts.
Vulnerability
New advanced vulnerability in biomes. Significantly expands current vulnerabilities.
ATTENTION! For correct operation, ALL modifications of the project that were previously installed must be removed.
Have a nice game everyone!
Changelogs
MINOR UPDATE 2.2
- Fixed a bug in the HUD. Should work correctly in version 2.2 of the game.
Previous Updates
BIG UPDATE 2.1
- Fixed all currently known bugs in the mod
- Complete audit and correction of Russian localization
- Made many balance changes for smoother gameplay
- Completely reworked personal qualities now added the ability to develop and get rid of them.
- and much more.
ATTENTION! To avoid errors, it is recommended to start a new game.
Download
DOWNLOAD (6,6 MB)
If you appreciate BlackRabbitMsk’s work and you want to show support, use this donate link.
If you need help, you can use this support link.
Credits: BlackRabbitMsk
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.
Can you make Dyes stackable?
I am having a bug with the stun baton when I get hit by a boss and get knocked down while swing the stun baton it stops working entirely and the only way to get it to work that I have found is to completely make a new baton
Tenía un servidor creado con mis amigos y perdí todo mi nivel al instalar el mod de la 2.2
pero mis amigos si tiene todo su nivel, alguna ayuda?
Hi, how is this mod only 6.4Mb? I’ve copied it in Mods folder and nothing happens?
This is a server side mod. Naturally, it’s small in size. You need this:
https://7daystodiemods.com/how-to-install-7-days-to-die-mods/
Is there a version foe the single player?
This mod can already be used in single player mode anyway.
Extract the archive after downloading and grab the folder ProjectZ_free_2.2, paste that folder in your %APPDATA%\7DaysToDie folder under the Mods folder (create Mods if it doesn’t exist).
Anyone else notice stability being wonky? I get all yellow/orange blocks unless they’re directly supported underneath (then they’re green). But blocks attached directly to the green block are immediately yellow. There is no improvement in stability if you start with wood in the center and upgrade to cobblestone/cement.
Is there anyway to manually add mastery perks? Or add / remove personality traits? We had a bad backup and had to have some characters start from scratch.
zombie mutation samples. I honestly don’t understand how to get them. I tried to cut zombies with a knife and they don’t drop, where can I get mutation samples? The skill is maxed out.
You need the surgical blade from doing the radio Station quest line you will get it as a quest reward and when you put it on a bladed weapon you can harvest zombies for mutations
How can I download only bosses?
Yep, broken with the red Xs from the new update for my server, as well. Sadness until patched.
you can edit the controls.xml file in the mods folder. change the “ui_game_symbol_x” colors to all “0” instead of the 255. then change the size of the sprite to 0 to make it super small and invisible, that fixed our issue for another backpack mod after the 2.2 update
I feel like I dodged a bullet with the updates lol. I kinda solved my healing bosses issue- too much dmg. I used Vitas Ascension and Flogi’s perks- AND BSGs relics and RIngs. Even Insane difficulty can get shredded with the right mods in weapons and equipment so I just dialed back. Im still very much enjoying the project. The Wasteland is EVIL. Glad I dont live there. I was wondering when Id face most of these goons to complete the passives…I found them.
i use Vitas Ascension, but how op does it make you on insane difficulty with Flogi’s perks on aswell?
sadly its broken in 2.2
same issue here
its fixed. thanks!!!
now the game is 2.2 there are big red X’s in every inventory slot
Great Mod, I really like the mechanics, however, I’m not sure if mine has a bug but biome progression seems to be broken. After receiving your biome badge as per normal, you still need to drink the smoothies to remain in that biome? Is that a game mechanic or is my game broken? I have a few other mods included and works well with Project Z so Im wondering if its part of the mod mechanic or if maybe its a mod problem, otherwise there are no other issues, thus far. If its a game mechanic, then what’s the point of getting the badge at traders if you still need to continually make the smoothies?
That’s totally normal. If you check the skill progression tied to playtime, you’ll notice that certain biomes—like the burnt forest—require time to adapt. For example, spending 25 hours in a biome will eventually grant you immunity to its environmental hazards. There are also some helpful mods you can equip to make survival easier. One of them is the Wet Bandage, which attaches to your helmet and protects you from Monoxide Poisoning while you’re in those harsher zones.
Si te fijas en el apartado de habilidades hay una q parece una mano con un mancha roja, en ella vas a ver que necesitas estar en cada bioma 25 horas para la inmunidad total así que si, vas a necesitar al rededor de 60 batidos por bioma salvo que se te haya otorgado puntos de adaptación en un inicio lo que serian solo 50 batidos o menos. Aun así teniendo la inmunidad te va a seguir pidiendo las modificaciones propias de cada bioma como la venda para el monóxido en el bosque quemado. Parece tedioso pero así es mas realista y lo considero mas entretenido. La insignia lo que hace es darte mas minutos de poder estar expuesto al bioma sin batidos, en vez de 3 son 5 minutos, y una vez llegues a las 25 horas reales no solo tendrás inmunidad si no beneficios contra los jefes
Robotic drone medic mod can not be installed on robotic drone?!
The same 🙁
How can this mode only have 6 mb? I copied what I downloaded from here in file mode but nothing happened, what am I missing?
hey same thing happened to me i cant get it to work
If you equip a stun baton and are knocked down by an enemy, you will be unable to use electric attacks thereafter.
Is there a way to remove the wavy effect when in a boss’s area or when they use a skill? It is causing motion sickness in my gaming partner, and he can not stay in when ever it goes off.
With the new changes to lose negative traits how does this work? My char has obesity and it says to run around but the time remaining says 0. I applied the 2.1 update over an existing 2.0 game, feels like you didn’t set it up to work with old saves?
They said it’s recommended to start a new game with this update to 2.1. Try using a skill reset elixir — it fixed the self traits bug for me.
Where do you put the files at after you download ? or how do you play this i dont understand
it should be in C:\Program Files (x86)\Steam\steamapps\common\7 Days To Die/Mods
Can the mod language be changed to Spanish?
Wats problem add ,Spanish key and translate and add Spanish words in chat gpt
Can someone help me please? I accidentally deleted a mission from the mod. How do I get it again?
maybe try going into admin mode and make sure you have special items clicked. there are usually items to help start a challenge/quest and more in there. F1 brings up console command – type in DM to go into admin mode and then click on items.
Reminder: When you completed the biome challenges it doesn’t mean it ends there and freely roam, you need to spend 25 hours ingame/real time per biome to remove the biome effects permanently and by spending lots of hours always make smoothies everytime it keeps the smoothies duration longer than ever before. that feature is implemented on the modpack
How do you modify this timer? 25 hours is extreme. Id like to cut it down to 3 hours if possible.
how do you load in the new green ammo
can only be used by the higher end weapons. its specific guns from the advanced workbench/ rarer drops
how do i load depleted uranium ammo?
Does anyone else have problems with the stun baton charging after getting knocked down?
I’m in nerd gear, 5/5 electro and 5/5 Int mastery. When a boss such as Bear Daddy knocks me down, the stun baton never charges again. Tried many things, the only way to get charge back is to make a whole new baton. It has been the same at every tier/level of the baton too.
Same issue here, any fixes?
not sure yet if its just a visual bug but the counters dont go down for self traits
This mod is FREAKING AMAZING and I have pretty much played them all and have over 10k hours into 7 days. Great work!!!
I got my burnt badge, crafted a wet bandage mod and I still can’t stay in the burnt biome? How the hell do you progress in other biomes?
Craft smoothies.
I believe it takes like 25 hours per biome to get full immunity with this overhaul.
How do you get rid of the red X on all inventory spots
I have the same issue. I’ve removed all other mods and restarted a new game and it’s still the same big red X’s…
maybe you have got the v2.2 of 7DTD. The mod works on 2.1.
I had the V2.2 and the same red X, so I downgraded the version of 7DTD, and now I can play it.
Maybe you should try.
Hope it works!
yoo is there a way to get another Quest survival chapter 1? i didnt my friend didnt spawn in with one and weve progress so far already. pls help
you need to spend 25 hours ingame/real time per biome to remove the biome effects permanently, that feature is implemented on the modpack
is there away to adjust the biome times, wanting to build and lvl say in the burnt but 24hrs is insane. is there a line of code i can adjust for a bit more reasonable times?
Yes! Its in the Config/buffs.xml file from line 12410 downwards <!– FOREST TIMER –>
From there, edit the values for various biomes for example in:
<requirement name=”CVarCompare” cvar=”TimerForest_HH” operation=”GTE” value=”25″/>
This the required 25 hours for level 10 biome adaption for the forest.
change value=”25″ to 5 hours or whatever you like.However the time for the lower levels should also be changed to not mess up something up…
And the description in game will still say “25 hours”, the according line can be changed in the Config/Localization.txt
Hope that helps!
King size beds are insanely OP at the start.
540 dukes per bed from selling it to the trader.
Anyway to take out bosses and mini bosses of mod?
There is wrongly set recipes for ammo box craftings. You can easily duplicate ammo by crafting box of ammo (1000) from only 100 pieces. So from 100 ammo you can have 1000.
Why does my char get dysentery out of the blue? I haven’t eaten or drunk anything suspicious. And then dysentery goes down to 98.x% and jumps back up to 99.9% even if I drink goldenrod tea it sometimes goes up. Happened 3 times by now. For me that seems broken somehow…
How did you manage to make smoothies even more obnoxious
Right!? Way to lean into a mechanic that 99% of the fanbase seems to HATE, lol. We want sandbox, not a FORCED progression. Man, I miss the days with desert having heat which slowly drained you, same with snow biome and cold. This new badge system is AWFUL.
does anyone know if theres any new cars with this modpack or no?
There are no new vehicles, but you can install mods and everything runs smoothly.
I REALLY hope this fixes a bug where the guns straight up HEAL the bosses. Not the minis but every single summonable and wandering boss takes a little dmg and then heals per shot. You can straight up top them off if you are max lvl. I thought at first maybe its elemental- but I whoop ass with baton and unique Burning shaft weapon mod on an axe and they turn to jelly. Its just the guns. Regardless of ammo.
Elites, and minis – Dead
Bosses- I’m a medic
Yeaaaah so I’m still a part time medic.
I thought ok maybe its just the Defender buffing the boss but then literally remembered I was fighting the Bull.
Idk what it is, but guns HEAL the Bosses. Explosions trigger this “vampirism” less but I’ve watched it happen. The only thing that does damage consistently is melee.
Luckily I didn’t start over (kept my character progress)
Maybe if I crafted a new gun itd reflect the update? I toyed with the mod slots and stacksizes previously and saw they held up (stacks will allow no more but will hold what is there without auto division)
Eh I’ll give a new weapon a go to see.
Got no qualms with the rest of the mod- The stacks and values are tailorable enough to do alone, but the guns love healing!
Just when I thought I was being clever and whittling health with fall damage before murder-
Turns out the QUEST completes but the COUNTER does not consider fall damage as a player kill.
You can imagine my disdain when I murdered around 20 Bulls, Veterans, and Carriers only to have like 5 and 8 a piece due to ME having the last hit…
More to report- melee heals too or the dmg must loop around and cause healing too (occasionally)
Though at times I can absolutely shred a boss like 30% a in short bursts. Dunno if thats a “weakspot” thing but Ive taken to tenderizing the bodies.
Feels like Im Joker with a Crowbar asking what hurts more…
Is there any way to increase crafting times? Specifically on Ammo?
is the daring adventure perk suppose to not let you get two rewards? or would that be a bug
I would also like to know this. Does it work at perk level 5 or is it bugged. I should not have rushed it first Q_Q
I actually restarted my game and it started working, though I was perk level 5 when that happened so I don’t know if it works on 4 but try that.
do you know if this mod is cross play compatible since its a serverside mod?
Adding any kind of modification, Including modifying the default configuration will result in a server turning off crossplay. Yes it’s idiotic, But they took the lazy route as usual.
can anyone help with how to use the useful pieces of iron, i have crafted it, tried to give/sell to trader, tried to sell the ingredients to the trader as well, still nothing, any help would be greatly appreciated
Unsure if this is a bug or not, however in 2.0 version of the mod I was able to use many other QOL mods such as Izy Gun pack and Bdubs Vehicles, with version 2.1 if I have any other mod installed the game gives red error codes once I get on the mission to kill the first zed. Upon its death, all creatures freeze in place and the quest does not complete. Have confirmed the mod works fine if its the only one installed.
So I’ve noticed any time I kill a boss or mini boss that their loot just… doesn’t work? I can’t open the loot containers as any time I try I get a message in the console stating the loot cannot be found, I can’t open the containers.
Does this work correctly. If you have a previous save? (If you remove all the original instances of the mod?) Please Advise!!!
Whenever I press f1 and check the log, it claims that this mod does not contain a “ModInfo.xml”. When I check the mod folder it clearly shows this exact xml file in the there. What’s up with this? This seems to happen with certain, but not ALL mods.
Спасибо. Хороший мод.
Noticing the Improved Sledgehammer doesn’t give the effect of weakening/slowing zombies around when you kill them, a bug or a feature missing maybe?