Description
Hello everyone!
You can find information about the set on the website, and a detailed description in the discord.
With the release of the official version of the game 2.0, the project PROJECT Z is being shared. Now this is the largest (of those known) full-fledged set of mechanics, working only on the server side and not requiring disabling EAC. All blocks of the project significantly expand the game and give 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 assembly.
More detailed information can be found on the discord server, and everyone is welcome there.
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 a mechanic of half-sets (the bonus is twice as much when wearing 2 or 3 elements of the set).
Better Quest Reward
Reworked rewards for completing the quest from level 3 and above. The reward has become a little larger and more useful.
Better Stacks
Changed the stack values for most items in the game for more convenient storage and collection.
BigInv 78 slots
Backpack capacity has been increased to 78 cells, and the information panel has been redesigned.
Bosses
UNIQUE bosses and mini-bosses. All opponents have unique mechanics and rewards. At the moment, more than 15 unique opponents have been implemented.
Contracts
Adds more than 75 new mini-tasks with various rewards and varying difficulty to the game. Significantly expands the gameplay.
Craft Ammo
Allows you to craft improved ammo from regular ammo for the difference in recipe cost.
DECO
Adds a variety of decorative blocks for building.
Elite Zombies
Adds a new class of zombies and distributes them evenly throughout the game.
Fear And Fatigue
Adds a new mechanic for spending stamina and stress resistance.
Game Balance
A number of balance fixes in the game.
HUD
Adds a new HUD to the game.
Master Skills
The largest block in the set. Significantly expands crafting capabilities and opens a mastery branch. Adds new stations, items, food and much more. Significantly expands the gameplay.
Mining Balance
Balanced the process of ore mining so as not to dig huge quarries. The durability of mining blocks has been significantly increased.
Passive Skills
Adds a new branch of bonuses that are automatically improved as you progress through the game.
Perfection
Adds a character development branch with a significant increase in the number of skills that can be improved. Increases the maximum level to 500.
Radio Station
Unique mechanics of new tasks 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.
XP Repair Tools
Expands the use of construction tools by increasing the experience gained during construction.
Rough Terrain
Adds a mechanic for surface sensitivity when moving a player or zombie.
Self Traits
UNIQUE MECHANICS of positive and negative character traits, randomly distributed at the beginning of the game. Significantly randomizes each game.
Story
New quest chains for player development and familiarization with the project mechanics.
Super Elixirs
Adds super elixirs.
Universal Parts
Adds the mechanics of disassembling all items and parts into universal parts.
Vulnerability
New extended vulnerability in biomes. Significantly expands existing vulnerabilities.
ATTENTION! For correct operation, ALL previously installed modifications of the project must be removed.
Enjoy the game everyone! See you on Discord.
Videos
Changelogs
MINOR UPDATE 2.3.1
- Fixed a bug with the recycler
- Fixed a loot bug for the Veteran boss. Weapon mods now drop correctly
- Fixed a bug where the mouse shock buff could work on minibosses and bosses
- Damage from the mouse effect has been increased by 2 times. Be careful
- Fixed a knockdown bug when upgrading the Winter passive skill lvl 25. Resistance now works correctly.
Previous Updates
BIG UPDATE 2.3
Thanks to the work of GaleanoHD, the Spanish localization of the project was added.
- Balance: The bonus from the Saga of the Hammer T5 book has been changed. Now the experience bonus is not 100% but 50%
- The unique machete “Indiana” has been reworked. Now only bonuses from knives apply to weapons. The main indicators have been increased. Now when cutting up bodies, you get 25% more resources.
- The legendary brass knuckles “Mouse Claws” have been reworked. They are no longer legendary (they do not drop from bosses) and are available for crafting in the same way as machetes. A small rebalance of the “Furious Charge” ability. Now the ability is always available. When equipped with a full set of “Maus” armor, the bonuses from the ability are doubled, and the reload speed is reduced by 2 times.
- The unique axe “Barbarian” has slightly increased basic characteristics, but now only bonuses from club skills work on it.
- A new unique heavy melee weapon has been added – Hammer “Mjolnir”. Power strike has been changed to a hammer throw. When hitting a target, it applies an enhanced electric shock effect to the target for 8 seconds. Works on everyone except Shocker. Passive effect: While this effect is in effect, all enemies within a radius of 5 m from the target are subject to the effect of normal shock. The weapon has been added to crafting and pumping.
- A new unique heavy melee weapon has been added – Spear “Combistik”. Each normal strike has a power attack effect (all bonuses work on it). Power strike has been changed to a spear throw (slightly further and stronger than a hammer). When hitting any enemy, it knocks them over, and when the target gets up again if it is not a boss. Damage to the enemy when throwing is increased by 400% and by 800% when blocking. When equipped with a full set of Predator armor, attack speed increases by 50%, and stamina consumption for strikes by 25%. Also, when throwing at a target, any damage you inflict on the target is increased by 2 times for 12 seconds. The weapon has been added to crafting and upgrading.
- A new mechanic “Advanced Recycling” has been added to the game
- A new workstation “Recycler” has been added – it opens when studying workstations of lvl 60 (after the chemical laboratory)
- Now you can assemble almost all electrical devices and mechanical units (more than 40 items). You can recycle the collected blocks in the new station and get resource sets from them. There are 3 types: Small, Medium and Large sets and 2 types: Electric and Mechanics. When opened, you get 2 times more resources than when disassembling with a key, as well as randomly rare resources (alloys, precious metals, improved mechanics or electrical parts). In addition, almost all blocks can be sold to the merchant at the start of the game.
- Added the Training mechanic
- When on exercise bikes, you are now affected by the Workout – Cardio effect. Every second, it reduces your stamina by 12 and increases your water consumption by 40%. If you have Liquefaction, it removes the quality 1 to 3. If available, Athletic Physique levels it up.
- When on the Exercise Bench, you are affected by the Workout – Load effect. Every second, it reduces your stamina by 18 and increases your water consumption by 25% and your food consumption by 15%. If you have Obesity, Dystrophy or the Weakling quality, it removes them 1 to 2. If available, Bodybuilder levels it up.
- When on a hospital gurney or bed, you are affected by the “Healing” effect. Every 3 seconds, it restores 1 health unit. The recovery time for critical wounds is reduced by 50%.
- Now the stamina reserve is spent from each attack with a weapon or melee tool
- Fixed localization for sets with new melee weapons when completing a task
- Fixed the error of inability to install the “weapon booster” modification in the PP. Now the mod is installed in all types of PP
- Fixed a localization error for the contract “Sledgehammer Lover”
- Fixed an error displaying the status buff when on a bed with a mattress
- Fixed localization of the buff with a light armor bonus
- Now the buff with a light armor bonus works when wearing the “Rescuer” set
- Canned “Dog Food” added to crafting
- Nerf of the skill “Packing Mule” now the bonus to dodge is reduced to 3,6,9,12,15%
- All armor skills in the attribute “Improvement” have been reworked. Now the skills have other bonuses. The description has been corrected in accordance with the new bonuses. For heavy and medium armor, a chance of dodge has been added (stacks with the Pack Mule). Also, the problem with excessive protection, which led to the instant death of the character, should be solved.
- Fixed errors with incorrect operation of bonuses from passive skills that give resistance to arson, knockdown and radiation resistance. Now everything works correctly
- Fixed the bug with the Reanimation Kit. Now heals all types of fractures when used on allies
- Fixed a localization error with Improved Mechanical Parts
- Fixed a localization error with the Lumberjack Armor
- Fixed a localization error with the Priest’s Gloves
- Now improved and legendary melee weapon mods cannot be installed in the tool
- Fixed a bug with the “Second Chance” buff when wearing the “Predator” set. Now knocks down everyone around (including bosses) but within a radius of 15 (was 20)
- Reduced radiation by 2 times when receiving blows or hits from Elite Cops.
- Fixed the localization in the description of the Maus armor in the mastery skills
- Fixed a bug with excessive damage when crashing into a vehicle with a Unique Bucket or Armor
- For the miner’s armor, the bonus to reducing the durability of the tool has been rebalanced – 5,10,15,20,25,35%
- Fixed a bug with opening the recipe for the unique modification “Electro”
- Fixed the bonus of the item “Notes of a Botanist”. Now the bonus for crafting food works correctly
- Duke’s note has been returned to the starting items (to reset the buff with an envelope)
- Balance changes to personal qualities
- Now, when distributing personal qualities, positive ones can drop from 4-8 (instead of 6-12)
- For the quality “Charisma”, development progression has been added. Now when completing quests, you can develop this quality. You need to complete 75/100/125 tasks.
- For the quality “Obesity”, the counters for decreasing from a jump have been changed – 2 sec, BB strike – 2 sec, enhanced strike – 4 sec. The general timer has been changed to 8/12/16 hours.
- For the quality “Dystrophy” training bonus changed from 2 to 3. Total timer changed to 90/150/210 minutes.
- For the “Paniker” quality, the total timer changed to 4/8/12 hours.
- For the “Weak Bones” quality, the total timer changed to 2/4/6 hours.
- For the “Weakling” quality, the bonus from strength training increased from 2 to 4. The bonus for strength attacks decreased from 5 to 4. Total timer changed to 3/6/9 hours.
- For the “Allergic” quality, the total timer changed to 8/12/16 hours.
- For the “Clumsy” quality, the total counter changed to 750/1500/2000.
- For the “Pacifist” quality, the total counter changed to 350/700/1000.
- For the “Fear of the Dark” quality, the total timer changed to 8/10/12 hours.
- For the “Fear of the animals” the total counter has been changed to 500/750/1000.
- For the quality “Fear of Zombies” the total counter has been changed to 2000/3000/5000.
- For the quality “Fear of Pain” the total timer has been changed to 4/6/8 hours.
- For the quality “Social Phobia” the total timer has been changed to 4/6/8 hours.
- For the quality “Unlucky” the total counter has been changed to 2000/3000/5000.
- For the quality “Athletic Physique” the counters of decrease from a jump have been changed – 2 sec, BB hit – 2 sec, and enhanced hit – 4 sec. Cardio training – 4 sec, strength training – 2 sec. The total timer has been changed to 8/12/16 hours.
- For the quality “Bodybuilder” the bonus of power attacks has been reduced from 5 to 4. BB hit – 2 sec, enhanced hit – 4 sec. Cardio training – 2 sec., Power – 4 sec. Total timer changed to 8/10/12 hours.
- For the Lucky quality, the total counter has been changed to 2000/3000/5000.
- For the Jack of All Trades quality, the total counter has been changed to 750/1500/2000.
- For the Seasoned Hunter quality, the total counter has been changed to 500/750/1000.
- For the Crusher quality, the total counter has been changed to 750/1500/2000.
- For the Team Player quality, the total timer has been changed to 8/10/12 hours.
- Added highlighting of tooltips when hovering over objects (Open, Closed, Untouched, etc.)
- Rebalanced and fixed blocks that can be picked up. Significantly increased their stacks and sale price
- For Iron, Lead, Coal and Saltpeter resources, the sale price has been reduced by 40%
- For Shale, the sale price has been reduced by 10%
- For Clay, the sale price has been increased by 40%
- Fixed a bug with quick collection of resources and crafting items for improved stations
- BOSS BALANCE:
- Reworked miniboss Major. Now he doesn’t shoot, but hits in close combat. Increased health to 20k. Changed the mechanics of the miniboss: All soldiers and demolitionists within a 25m radius of him passively receive protection from any damage by 25%. If the miniboss’s health drops below half, the passive bonus increases damage resistance to others by 50% and attack speed and damage by 25%, and makes them glow.
- Hellish soldiers are now counted in all contracts and are affected by the Major’s buff
- The miniboss Foreman has been reworked. Now he doesn’t shoot, but hits in close combat. The health reserve has been increased to 18k.
- The bonus from the Foreman now applies to all types of workers and cleaners, and also increases attack speed by 50% if the miniboss’s health reserve is less than half.
- The health reserve for the Chief has been increased to 14k. Now the bonus from the Chief applies to all types of businessmen and works correctly
- The health reserve for Authority has been increased to 16k.
- The error with activating the enhanced buff for the miniboss Professor has been fixed. Now works at half
- For the mini-boss Bib, the error of activating the enhanced buff has been fixed and the health reserve has been increased to 18k
- All types of bosses no longer slow down from their presence, but reduce the reserve of stress resistance (all except small bosses). Buffs from boss types stack. That is, the buff from the dog and the bull will be added up. The main thing now is not to …. yourself).
- Now, when killing any boss, the player simultaneously restores the reserve of stress resistance: Small – 1%, Medium – 2.5%, Large – 5%, Huge (Carrier) – 10%
- A new big boss “Ancient Yeti” has been added. Can only be encountered at night in the winter biome. General mechanics of the stages of murder, at each stage imposes the effect of “Stiffening” on everyone around – every second reduces mobility until the character completely stiffens. When changing the killing phase, it can activate a new effect “Ice Roar” – summons 2 random ice claws and gives them a boost but reduces its resistance by 25%. You can knock out mods for any weapon (melee and ranged)
- For the boar Grace, the health reserve has been changed from 3000 to 7500 (average)
- Now Grace can spawn in the forest biome with a small chance
- Added a new Boss “Boar Mutant”. Spawn only in the forest biome at night. The lower the boss’s health reserve, the less damage from firearms and bows, but the damage in melee against him increases. When the health reserve decreases to less than half, he summons boars and hangs a similar buff on all of them with a decrease in damage. The loot is similar to minibosses, but a small chance of getting a legendary melee modification has been added.
- The mechanics of Mjolnir and Combistik have been changed:
- They are no longer thrown at the enemy. Power attack mechanics have been brought back.
- Weapon parameters have been rebalanced. Shock and knockdown effects are applied during power attacks and have a cooldown.
- Balance changes
- Magazine recipe cost has been reduced to 4 for the Farmer and Archery master
- Chicken contract buff requirement has been removed
- Damage to the improved bow has been significantly increased
- Magazine size has been added to the improved crossbow by 2
- Magazine size has been added to the Mantis crossbow by 3
- Experience for a headshot with a crossbow or bow has been increased by 25%, st. bow or crossbow by 50%, from Mantis to 100%
- Fixed a bug where the Combistik spear’s power attack would apply an additional knockdown effect to bosses and minibosses
- The chance of bosses and minibosses appearing during the day has been reduced by 50% and at night by 25%
- The Carrier boss now only appears at night
- The “Zombie Expert” skill has been reworked. Now the bonus takes into account the new types of zombies.
- The bonus from the improved and unique “Radiation Suppressor” has been reworked. Now the bonus has been reworked taking into account the new types of zombies. Can only be installed on firearms, bows, and crossbows.
- The bonus from the improved unique “Hunter” has been reworked. Now the bonus has been reworked taking into account the new types of zombies. Can only be installed on melee weapons.
- Fixed a bug with the airdrop icon being displayed in an empty space. Now the icon should disappear correctly
- The recipe cost has been changed for the Skill Journal. Now requires 50 (was 75) Journal Notes, or 35 (was 50) Mission Notes
- The upgraded sniper rifle can now use 7.62 DU ammo
- Spanish localization has been added to the main branch. This has led to many errors in other localizations, but most of them have already been fixed. This localization will be supported in the future. Please report any errors you find in the feedback.
- The Mantis crossbow now has the ability to instantly kill any zombies except bosses at 15% and animals at 30%
- Fixed the error of instantly killing bosses with a stun rod when swinging the Medic skill lvl.5. Now the chance is increased to 15% and kills all types of zombies and animals, except any bosses
- Changed the bonuses to the Master of Intelligence skill. Now the Master of the Rod does not give a constantly charged rod and allows you to charge every second hit (previously it was at level 4). Genius Fury (previously level 4) has been changed to Botanist now doubles the experience during Training and opens recipes for crafting “Magazine Boosters”.
- Now you can lift the Office Desk and Writing Desk. When on a block, a new mechanic called Training has been added. You receive every 3 seconds: 45 experience on the office desk and 90 on the writing desk. The bonus is doubled if you have learned the Master of Intelligence skill lvl. 4 and above.
- Fixed a bug in the localization of the Pacifist, Now the counter works correctly at all levels
- Fixed a bug in the reset of passive skills.
- Fixed a bug in the distribution of personal qualities
- For the set of modifications “Defender Z”, an effect of protection from damage from storms has been added.
- Fixed the amount of Brass received when mining when pumping the Master of Strength skill level 2
- Increased the chance of the boar Grace and the Boar Mutant boss spawning in the forest biome. Be careful.
- Added a unique stunning staff “Flugen”. All main indicators have been significantly increased. The staff is always charged regardless of the level of the Master of Intelligence skill. On impact, a 5% chance to instantly deal 25,000 damage to any enemy. When equipped with a full set of Rescuer armor, the chance of dealing instant damage increases to 10%, and also adds a 25% chance to restore 25 health when killing an enemy.
- Now all types of character rest buffs are displayed in their list of effects.
- Significantly reworked the mechanics of the Recycler:
- Now you can recycle significantly more blocks (including all types of beds)
- Slightly reduced the total amount of BASE resources received when recycled
- Now collected items are grouped into collections. Significantly saves character space.
- Now you can collect and recycle damaged cars.
- Significant abolition of vulnerability mechanics. In connection with the appearance of biome effects in version 2.0 and based on the results of tests, the vulnerability effects for the burnt, desert, and winter biomes were removed. These mechanics are revealed quite rarely and hinder the player more than add any complexity. What has changed:
- The Wet Bandage mod is still in the game, but does not give any bonuses to the player – you can safely remove and throw it away
- When in biomes, the player is no longer affected by the effects of Carbon Monoxide Suffocation, Overheating and Frostbite
- The Wet Bandage ingredient has been removed from the LSS Head mod recipe
- The changes have not affected Active Radiation and Irradiation in any way.
- Now Recycler stations can be placed on top of each other
- Now the creation of parts for a gas tool is also available when pumping up the Disassembly Tools magazines to level 50.
- Now while under the effect of Training, the chance to get an additional skill point when reading magazines is increased by 5%
- Fixed a bug with the balance of experience for loot. Now correctly reduces by 80%
- Removed all mechanics of the long-term action of smoothies. Biome protection now works as in the vanilla version of the game. Vulnerability to radiation in the wasteland works regardless of smoothies (as before, 1 radiation effect during the day, 2 radiation effects at night)
- The bonus for passive biome skills that increases the duration of smoothies has been removed.
- Status buffs have been optimized. The load on the server has been reduced, which slightly increases performance.
- Now both types of the Diamond Reinforcement (light) modification can be installed in all types of stunning baton
- The following personal qualities have been removed from the game: Weak Immunity, Quick Adaptation, and Hardened. The qualities will be completely reworked in the future.
MINOR UPDATE 2.2
- Fixed a bug in the HUD. Should work correctly in version 2.2 of the game.
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 (7,4 MB)
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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.
I’ve completed three radio quests, but I haven’t received the Surgical Blade mod as a reward. Is the reward based on chance?
How can the whole mod be only 7.4 megabytes??? I only get a few config files and a folder.
Ciao, si può cambiare la lingua in italiano? Grazie
Could you tell me how to set it up for bigger Bags and character inventory?
It is a matter of load order. I added a 405 slot paged inventory but I had to tweak a few files for it to work. The issue is the UI layout. I had to tweak the large inventory to fit in the larger window arrangement. I also commented out one of the others from the coding but don’t remember which one.
the mod is amazing! love the new quests and contracts.
There might be a slight bug with the robotic hand for the drone though. The description for this modification disappeared and it isn’t placeable in any slots.
are all the unique weapons always level 1 or can they be leveled up?
Hi
How y get “notes on quests” to craft Contracts on radio station?
Hi
I was delete the previos version becouse coisung storage error red X in 2.2 the description says !!!! Full Version !!!
Where is it ?????
I have a problem with passive skills, I can’t add any points to these skills.
The mod is very nice but I don’t want the backpack with 78 slots, how can I change it?The mod is very nice but I don’t want the backpack with 78 slots, how can I change it?
is this the full version? i downloaded it and the file says free version? also how do you install this?
thank you
the mod is amazing! love the new quests and contracts.
There might be a slight bug with the robotic hand for the drone though. The description for this modification disappeared and it isn’t placeable in any slots.
i am having trouble with the multi quest reward perk from flogi’s mod is there a way to fix the contracts so i can complete them? it wont let me cause there arent enough rewards to allow completion.
Will this work with the new version of 2.2
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?
have you found a work around on the contract quests they bug out and cant complete with the multi rewards perk from flogi’s mod
i ve added FNS make quest rewards great again it should let you choose from 10, but had issues with storage due to other mods havent completed a quest yet might work for you
Just checked works for vanilla quests but if you have apocalyptic quests it doesnt work you can complete it but cant get 10 reward option
Its the contract quests for project z they cant complete because of the expanded quest reward number there are only 2 options so it just waits for the other selections.
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.
is there anyway we can change this amount of time- we really love the concept. but as parents we dont get as much time to play as we would like and 25hrs is far to much
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.