Description
Welcome to Survivor.
An overhaul mod designed to revitalize the sense of exploration and survival in 7 days to die.
The main changes from the base game are as follows:
1) Traders are always open, but quest rewards (dukes and xp) are heavily nerfed. You can now consider questing as optional, as the time to go back and forth is likely not worth it early game. It’s better to consider the Trader as a place for trade, where you can exchange goods for knowledge and materials.
The only exception to this rule is an endgame quest called The Legendary Hunt, which rewards T4 Weapons. The quest can be started anytime, assuming you have the required materials to locate the building.
2) Food & Water are now much more scarce early game. Dew Collectors have been moved to level 40 workstations, and their cost have been increased, along with their health. Combine this with the Trader changes to goods also affecting their vending machines, and now, you don’t have any easy supply of drinks.
Either risk dysentery or find some poor souls last meal. The issues don’t stop there. Animals have started to turn… and now are made up of 20-50% rotting flesh. This could help with farming, but the farming and cooking perks have also been increased in cost, due to their easy access in the General Tree. All general trees perks have had their costs rebalanced. The silver lining is that with some gentle massaging, chickens have a chance to deliver some eggs when harvested…
3) 3 Perks have been nerfed. The infiltrator no longer allows the Survivor to pickup landmines. Medic chance to instant kill with the stun baton lowered from 10% to 5%. And Intellect Mastery Rank 2 chance to add a book to all look lowered from 25% to 10%. However, all gathering perks other than farming have been doubled.
4) Biome Hazards are more dangerous now, but the timer is MASSIVELY increased. Burnt (2hp/s – 2 hours), Desert (5hp/s – 1 hour), Snow (10hp/s – 30 minutes) & Wasteland (20hp/s – 20 minutes). Smoothies have been removed and you can now complete the Biome Hazard Challenges in any order, to gain immunity to the Biome Hazard. This won’t affect wandering hordes however, which have now tripled in size…
Just a tip: First aid heals for 2hp/sec without perks.
5) Storms no longer deal damage. But there are multiple negative effects from hanging out in a storm. Notably, your vehicles use more fuel (70%) and are unwieldly to use. You’ll also see a notable decrease to stamina regeneration (40%) in the storm, indicating the difficulty of pushing through it. Your mobility, jump height, attack speed and reload speed will all also be negatively affected by 10%.
Venturing into each Biome, you’ll find additional effects. In the Burnt Forest, the heat will reduce your stamina recovery even further (90%). In the Desert, the sandstorms will prevent you from moving, greatly reducing mobility (70%). In the snow, the intense cold will make attacking and reloading difficult (40%), while also reducing your mobility (20%). And in the Wasteland, the radiation makes you dizzy, lowering your mobility (30%) and preventing jumping all together. (Parkour can counter this effect)
6) Biome specific zombies and tiers are changed. Forest (Normal), Burnt (Feral & Normal), Desert (Infernal, Feral & Normal), Snow (Charged, Feral & Normal), Wasteland (Bosses (downtown only), Radiated, Feral & Normal). Each tier up has more health and damage. Radiated zombies are now the strongest zombie type, followed by Charged, then Infernal, then Feral and finally Normal. The Wasteland Bosses drop loot required to start your Legendary Hunt for T4 Weapons.
7) Crafting is limited to Level 3, and loot is limited to Level 5 for weapons and Level 6 for armor. Level 6 weapons can only be acquired from The Legendary Hunt. Upon completion of The Legendary Hunt, the Trader will reward you with a Level 5-6 T4 Weapon.
8) Repair kits can no longer be crafted and have increased value to the Traders. Bags are larger and stack sizes are increased. There are also new Legendary Mods you can craft, along with a Stability Blocks for expanding possible base options.
Don’t hesitate to let me know your thoughts and if you encounter any bugs.
Server Side. Install Survivor 2.0 Folder into your Mods folder. Suitable for patch 2.1.
Good Luck Survivor!
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Credits: Loboling
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 don’t see anywhere else to let you know about bugs so sorry if this is the wrong place.
The workstation crafting skill seems to have a bug, When I click it the console opens up with 2 red lines. “Error while updating window group ‘skills’ & Index was outside the bounds of the array”
I can then see that the Forge image is there but it’s labeled as Pipe Baton and even after getting the books needed to make the Forge it’s still locked, but says I have 3/2 books needed.
That’s very strange. I just went to test it, and didn’t have any errors. My workstations magazine tree looks normal, with the dew collector moved onto the line with the cement mixer.
Are you running any other mods? Are you running on V2.1 (7 days to die beta)?
I’m starting my first official playthrough tomorrow, so hopefully this bug isn’t something I missed.
Made a short video. Just make sure only Survivor 2.0 is in your mods folder and you are using the correct version of the game 2.1.
https://www.youtube.com/watch?v=qhpKhBqXKX0
Thank you for responding! I re-loaded my save and the issue was gone so was defiantly something on my end.
Also having this issue, but reloading my game didnt work unfortunatly. I dont have any other mods on just this one.
If you’d be willing to hop over onto Discord, I can try and help troubleshoot.
https://discord.gg/FUmad5mYWJ
My main advice is to make sure:
1) Mod is installed in the correct folder. Path should look like this at the end: AppData\Roaming\7DaysToDie\Mods\Survivor 2.0
2) There are no other mods running.
3) Running a clean version of 7 days to die 2.1 stable (The developer recommend reinstalling the game with each update.)
4) You’re not afraid to drink from the toilet.
Hope this helps. -_- You can disregard that last step for troubleshooting though.
Hi, do you have any extra weapons, vehicles, POI or is it just Vanilla ones?
There are no custom assets in this mod, which is why it’s server side. There are custom weapons, but they are just modified versions of existing weapons.
If you want to run additional POIs, there is nothing in this mod that should create conflict, unless by chance one of the mods for POIs is using a custom block called StabilityBlock. Which is in my mod, but it’s very unlikely.
So feel free to add any vehicle or POIs to the mod, it should work just fine. Adding weapons would likely make the mod much easier, but it’s up to you. I don’t think there would be any issues with how I wrote the code, it should be compatible, as long as the mod you bring in doesn’t remove any items.
Loboling back at it with another HARD mod :). Make a discord bro!
Hey Jekyll, you’re motivating me bro. I’m going to launch a discord this week for the mod and post an updated link here. Thanks for the acknowledgement. I hope you have fun!
Alright, here is the discord link. Added to the main post as well.
https://discord.gg/FUmad5mYWJ
Would i need to start a new world or can this be added on an existing world?
You would need to start over. Any mods that influence your progression config will reset your character when you restart.
However, your world will not reset, nor the items inside the world. There should be no issue with installing this mid-playthrough if you accept your character will be reset to Level 1 in the same world. Just put your equipment into storage before installing.
This is how it worked in previous versions, but I believe it’s the same now. I did not remove any items, so it should not cause any errors.