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Starvation: PC Mod


tronic44

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7-days-to-die-starvation-mod.png?w=720&h

 

When i first played the PC version of 7 Days To Die i was blown away with how much added stuff there is compared to the console version. I then saw a video on youtube about a mod called starvation and my mind melted. 

 

Starvation Overview:

The idea is to make a mod that tries to make things harder, more interesting, but also highly rewarding later in the game. Again, coding have been made by me,  and most graphics where made by Pacco, but we're also having the important contribution of Dissolutionskey and recently OzHawkeye and xtended2l.

I would put some emphasis on some of the new stuff we're trying to incorporate. The most visible aspect will obviously be the player colony. Player colonies give you, the player, the possibility to recruit and employ survivors.

This "survivor" NPCs can be assigned a multitude of tasks, from cook to guards, and many of the end items will somehow require you to develop and maintain a well structured colony,  which you can do alone or with your friends...

This is just the most visible "tip of the iceberg" since we're trying to incorporate so many of our previous mods in a way that makes sense. We're refining them,  adapting them as needed and even making new interesting things, hoping that in the end this package can provide an experience as interesting as possible. While realism plays a important role, it's not what it's all about. There are still fun and illogical stuff. Because it's fun!

You can check Modding Chronicles or Pacco channel to watch some movies of Starvation content.

 

 

Spoiler

New Features:

Custom Chat

We use a custom chat mod with special features:

  • Normal talk has a range of 10 blocks. If you type normally, only players within 10 blocks will be able to read the messages
  • You can whisper (/w) - pink color. If you type a message starting with /s, only players within 1 block from you will be able to read it. Perfect to give passwords.
  • Shout (/s) - orange color. If you type a message starting with /s, players within 20 blocks will be able to read it.
  • If you’re holding a megaphone, your messages will have a range of 40 blocks (red messages).

For long distance communications, you will need to use Walky Talkies:

  • There are 4 available channels
  • All players currently holding a turned on walky on the same channel will be able to read that channel messages.
  • To talk over a radio, hold it in your hand, and use /r to type messages. If you don’t use /r you’ll still listen to the radio, but you will not transmit (it will be a regular talk).
  • Use keypad 1-4 to switch channels, and F to turn radio on/off. Alternatively, if you press Insert key you’ll open the radio menu.

Administrators have some extra options:

  • You can send messages to all other admins using /admin. Those message will only be read by other admins.
  • You can send messages to all players using /all.
  • An administrator can enable or disable custom chat with a special command (/toggleChatMod). This command enables or disables the server chat mod persistently. If chat mod is disabled, it will work approximately like vanilla chat.

 

Advanced Farming

In any conflict,  keeping a good supply of food is of the utmost importance. This is no different. You can boost your efficiency by pushing the quality of your food using advanced farming features.
There are quite a few different plants available,  including apple trees,  banana trees,  wheat,  tomatoes,  among other surprises.
Better food means not only a better and faster wellness recovery,  but can also provide extremely important buffs.

  • Growable plants now need to have water nearby
  • Growable plants can be damaged by animals and zombies stepping on them (are immune to player tempering)
  • Fruit trees can be harvested by hitting them with your bare hands. They will downgrade to their previous stage instead of being destroyed. They will still need water to “recover” their grown stage.

 

Food Spoilage and Plagues

Food isn’t as easy to maintain anymore… There is now food spoilage and plagues.

 

Plagues:

for now, this will NOT affect trees.
Fly Plague:

  • There's a chance that your plants can get plagued. That can happen during growth, or after a plant has grown. 
  • Plagues WILL spread! So you need to act fast, or keep some space between your crops to avoid catastrophic spreading.
  • Using pesticides reduces chances of plants getting plagued.  You can make pesticide spray on the science workstation, and use a manual sprayer to use it (craftable on workbench)
  • You can make natural pesticides out of various natural products in a campfire with a beaker
  • You can then make pesticide spray in a Science Station
  • Plants that have been sprayed have half the chance of getting plagued
  • Further on you can use Insect Repellent Light, that will drastically reduce the chances of getting plagued. This electronic device requires electricity and is craftable in workbench.

Rat Pests:

  • You crops have a small chance of attracting zombie rats. This little pests will go straight to your crops and will do heavy damage to them... Be careful... They bite!
  • You can use rat traps to minimize their damage. Rat traps attract and kill rats, but need to be manually reset.
  • Ultrasonic Rodent Repellers can be used to reduce chances of attracting rats to residual values, but require electrical power. It is craftable in workbench.

Food Spoilage:

  • food has a chance of spoiling in all containers and in player bags.
  • There are currently some safe containers: the cooler, the player made refrigerator (cntFridgeSecure), world refrigerators and world beverage coolers. NONE OF THIS CONTAINERS REQUIRES POWER FOR THIS FIRST VERSIOn, but they will. For now we just need feedback without being too harsh.
  • added salted raw meat and salted raw fishes, which are much more resistant to spoilage.
  • salted raw food can be washed back to raw meat, to be used in cooking. Point to a body of water or a sink and click to wash it.

Different foods have different resistances:

  1. raw meat, raw fish, milk drinks, eggs and ice creams have low resistance
  2. fruit, vegetables have medium/low resistance
  3. vanilla juices have medium resistance
  4. most cooked food have medium/low to medium/high resistance
  5. starvation drinks and salted raw food have high resistance
  6. canned food do not spoil

 

  • some starvation drinks have now buffs equivalent to red tea and golden rod tea to compensate the better resistance they provide. It's advisable to make those juices for long trips, if you can.  (Lemon, Lime and coconut juices help you fight the heat, all juices heal dysentery).
  • some starvation drinks are now useful to cure the flu. They are usually only efficient on early stages of flu (strawberry and blueberry juices)
  •  

To DISABLE FOOD SPOILAGE, remove all <property name="foodSpoilImmune" value="45" /> lines from items.xml. This has to be done in xml, since some things need to be done client side.
To DISABLE PLAGUES, go to folder "%appdata%\7DaysToDie\Saves\Starvation", edit the file StarvationConfig.xml, and set Plagues Enabled to false. Restart the game/server and you should be set. If the option does not exist yet, add manually the following line: <Option Name="Plagues" Enable="false" />


Husbandry

Keeping in mind the importance of food supply,  we’ve also including husbandry. Dedicating some time to this activity allows you to keep a good supply of meat,  milk,  wool,  leather,  feathers and turd!

  • There are currently 3 species pre-configured,  but as usually you can add more with XML configuration.
  • Each species has male and female animals.
  • Males are much rarer than females. It is believed that due to their more aggressive behavior,  they are commonly targeted by zeds,  making them rarer and rarer.
  • You can capture animals in the wild,  but using a taming tool - the whip. Taming success is based on your husbandry skill. If you fail a taming action,  you will hurt the animal. If you fail enough times,  you will KILL the animal.
  • Each tamed animal will actively look for food. If there is no food available for an extended period,  they will eventually die.
  • Each tamed animal has its own individual stats. For this first version,  I consider feed level and loyalty.
  • A well feed animal will have higher chance of breeding successfully.
  • The same way,  a more loyal animal will also breed better.
  • Loyalty also influences animal reactions to humans. A untrained animal will always run away from humans. In time they may stop running,  or even approach any nearby human as they start associating them to food.
  • Every tamed animal can be harvested. If you use the correct harvesting tool on the correct animal,  you will be able to harvest him without killing it. Harvesting success is based on your husbandry skill. If you fail a harvest action,  you will hurt the animal. If you fail enough times,  you will KILL the animal.
  • By default all animals look for troughs for food,  and eat hayBale. 
  • The current tools are a wooden bucket to harvest cows and pigs,  and a scissor to harvest sheeps and rams.
  • If you successfully capture an animal,  you will receive the corresponding item. That item preserves the individual stats of the capture animal,  so you should be able to trade trained animals.

 

Chicken Coops and Rabbit Hutches
There are 3 different types of power:

We also include Chicken Coops and Rabbit Hutches

  • You will need to “capture” wild chickens and rabbits,  with rabbit and chicken traps (box traps).
  • Once captured you can put them inside the coop or hutches.
  • They will need food/water inside the coop/hutch to survive.
  • If there are 2 or more animals in the coop/hutch they will start trying to reproduce.
  • Each coop / hutch has a max number of animals it can hold (currently 4).
  • Chickens eat wheat and water (water bucket, lasts for a good while)
  • Rabbits eat carrots and water (water bucket, lasts for a good while).
  • Habited Chicken Coops will “produce” feathers and eggs.
  • Habited Rabbit Hutches will “produce” turds.

 

Box Traps
Box traps are used to capture chickens and rabbits. You can bait them with wheat to increase the chance of attracting one of those animals.

 

Fishing

Yet another food option. Remember that different food will provide different benefits,  so the effort might be worth it. Fishing,  just as in real life,  is not a quick or immediately rewarding activity,  but fish is fundamental for good health.
To make a cane,  you need to find some bamboo. It should spawn around the world,  especially near water and in forests. You can find earthworms by digging dirt.

To fish,  look for a natural body of water,  equip the cane and point at the water:

If the place is suitable for fishing you will see a buff icon with a drop of water,  and your cane will move up.
To start fishing you need to bait it with earthworms,  by pressing R key. Once baited the cane should go down.
When you get a fish poke the cane will start moving and you'll hear a splash sound. React quickly by pressing the left mouse button.
If you catch something,  you then have some seconds to grab the loot by pressing the right mouse button.

Different lures have different effects,  canes quality will directly affect you,  and water deepness also plays a part,  and some more funny stuff (including a bamboo water platform):

  • fish lure - +25% on small fish (molded bread and water)
  • fish lure 2 (bass lure) - +50% on small fish, +34% on big fish, 10% on bass (molded bread, corn and water)
  • fish lure 3 (big bass lure) - +25% on small fish, +20% bass. 50% big bass (molded breadm fish fillets and water)
  • fish lure 4 (big salmon lure) - +25% on small fish, +20% salmon. 50% big salmon (earthworms, clay, potato, molded bread and water)
  • fish lure 5 (salmon lure) - +50% on small fish, +34% on big fish, 10% on salmon (molded bread, potato and water)


Keep in mind that cane quality AND water deepness also come into account:

Shallow water:

  • big fish -> -10%
  • bass -> -10%
  • big bass -> -25%
  • fish -> +5%
  • rud fish -> +5%
  • salmon -> +5%

"Low" water (2 to 6 blocks):

  • big fish -> +5%
  • bass -> +3%
  • big salmon -> +5%
  • big bass -> -15%

"Deep" water (6 to 10 blocks):

  • big bass -> +15%
  • big fish -> +5%
  • bass -> +10%
  • big salmon -> -15%
  • salmon -> -25%
  • fish -> -15%
  • rud fish -> -15%

"Very Deep" water (>10 blocks):

  • big bass -> +35%
  • big fish -> +10%
  • bass -> +20%
  • salmon -> -25%
  • fish -> -15%
  • rud fish -> -15%


Traps

Traps can be a overwhelming aid to your base protection.
There are 2 types of traps:

  • Guerrilla traps - this traps require no power to work,  but they have to be manually reset every time they are triggered. They include:
  1. Bear trap - this trap is a deadly beast,  and can instantly kill almost everything. It can also be baited. Baited traps will attract close by animals,  and can randomly spawn new ones.                                                                
  2. Nail trap - this is a very strong trap,  that causes instant bleeding too.


Trap door - well... it's a trap door!

 

  • Powered traps - powered traps require power to work,  obviously. As long as they have power,  they keep working without the need of any human intervention. They include:
  1. Fire traps - this traps do fire damage,  and set targets on fire.
  2. Spike traps - this traps inflict heavy damage,  and cause instant bleeding. They can eventually dismember.

 

                       

Power System

This mod introduces workstations and traps that only work when connected to a power source,  be it gas,  heat or electricity. That means that you will have to create and maintain pipe/cable systems to connect your power sources to your devices.

Types of Power
There are 3 different types of power:

  • Heat - boilers provide heat energy (or steam if you will). Obviously they are fueled by wood or burnable objects,  just like a campfire. Machines connected to this type of energy will work as long as the boiler is lit. The standard heat provider is the Boiler.
  • Electricity - generators provide electricity. A generator is fueled by gasoline by default. Machines connected to this type of energy will work as long as the generator is on. The generator fuel will be consumed while it is turned on. Generators are noisy beasts,  so beware… There are a 2 different generators. The diesel generator,  that can feed electrical devices over the limit pipe length using valves,  and the small generator that cannot use valves to extend its range. Note that small generators spawn in the world and can be looted,  allowing you access to electrical power even before you can build your own generators.
  • Gas - gas tanks distribute gas energy. Gas energy works a bit differently in the sense that fuel is only consumed on demand. What this means,  is that if there are no devices requesting for gas,  the fuel will NOT be consumed.

 

Pipe line lengh
One very important thing that you MUST keep in mind,  is that pipe branches cannot be longer then 10 blocks. If you want to make a longer branch,  you will have to include stop valves (or switches) on the line.
Stop valves are basically power accumulators and distributors. Once you put a valve on a branch,  you can add 10 more blocks out of it,  and so on. Common sense applies as to how far you wanna go.
This is a limitation that I have hard coded and it's not configurable in the xmls. It adds complexity to the piping system,  and helps me try to manage the performance somewhat.
Another important note about piping/cabling,  is that you can only go in main directions. That is up, down, left, righ,  forward and back.
Finally,  pipes / cables and valves can be locked to a certain type of energy. In that case you will HAVE to use the correct pipes / cables for the correct power source. All pipes / cables included are locked. You can have as many branches as you want,  provided you keep in mind the 10 block length limitation. If you want to go over 10 Blocks you NEED to use a valve (fuse box or switch). You can bisect a line up to the maximum range,  without using any valves.

Consider the generator is on the left extremity for the following example. Red means that power will not reach that position... For safety I usually put a valve at the 9th position.

Also,  be aware that the fuse boxes CAN BE TURNED OFF,  just like a switch but has no animation... When you turn off a valve/switch,  everything that is after it will be cut off of power.


Machine usage
So machines can only be accessed when there is available power. You can leave them crafting but be aware: if power runs out during crafting YOU WILL LOOSE YOUR RAW MATERIALS! All finished products will still be there,  but your raw materials will be lost.
Powered Machines NEED to be put next to a correct energy pipe / cable (depending on machine power requirement). Powered Workstations are fundamental for late game. Lathe (electric power),  Mill (steam powered) and Moonshine (gas powered) allow you to craft more efficiently and give you access to new and more powerful items. They are also fundamental for you to start up your colony and start recruiting survivors.

 

Powered Traps
Powered traps require power to work,  obviously. As long as they have power,  they keep working without the need of any human intervention. They only request for energy when triggered.
Powered Traps NEED to be put next to a correct energy pipe / cable (depending on trap power requirement).

 

Powered Lights
Yes,  we include lights that work when powered. You can see examples on the tutorial video. You can basically use any vanilla light,  and use it as a powered light just by changing its class. Refer to the 2 xml examples included in MortePower to learn how to do it (powerCeilingLight01 and powerPorchLight04).
Powered lights NEED to be put next to a electrical cable.

 

Residual Energy
This is a concept that you should get used to,  in order to avoid unpleasant surprises. Some devices accumulate a bit of energy (traps and valves for example). That means that,  even if you cut off the source those devices may still have residual energy and may work for a few more uses. So be careful stepping on your traps after you shut down those valves...

 

Transformers
Also included in this pack,  are the transformers. Transformers are special devices that transform raw materials into a final product over time.
At the first sight,  one would say that I could have just used a simple workstation. There is however,  a fundamental difference: a transformer cannot be turned on or off,  it either meets the conditions and produces final product or it does not.
This means that all you have to do,  is put the raw materials inside and let it brew. The transformer will create the final product in time.
Let's take the Homemade Biogas Digester as an example. A Biogas Digester is basically a container where you put turd (yes turd),  grass,  and also empty gas bottles. In time,  the brewing of the turd and grass will fill up the empty gas bottles (1 filled bottled = 2 turds + 10 grass + 1 empty gas bottle). 
Other transformers can have different "receipts" but the principle is always the same: keep the container filled with raw materials,  and it will automatically brew the final product while there is enough materials. Transformers usually tell you their “receipts” on their description.

 

Dog Taming And Special Pets

Starvation introduces dog companions,  and includes a new skill branch (Dog Taming),  dog training,  breeding.

Each dog is an individual,  with its own stats and skills.
The dog stats are randomly assigned to them when they are first tamed,  and cannot be directly manipulated. Some of this stats will vary depending on how well you treat them over time,  others cannot be manipulated at all.
The dog skills are acquired through training. The total skill points available for direct training is 30,  and you cannot directly train a dog over that overall value.

You'll understand better in a bit why I mentioned "direct manipulation" on the previous points.

 

The current dog stats are:
Intelligence (1-20) - directly affects learning capability and slightly affects obedience
Strength(1-20) - affect damage amount
Loyalty(1-20) - affects obedience and slightly affects learning.
Happiness(1-20) - slightly affect obedience and learning


The current dog skills are:
Attack Dog(0-20) - Affects zombie damage and detection
Military Dog(0-20) - Affects human damage and detection (friendly targets are not targeted)
Hunter Dog(0-20) - Affects animal damage and detection
Breeder Dog(0-20) - Affects breeding effectiveness


The better a dog is at a particular skill,  the easier it becomes to detect that specific target.
A well trained dog will detect a target up to 2 times its view range,  even if in stealth.
A badly trained dog,  will miss even close by targets,  and will have a real hard time detecting a stealthed target.

 

This skills are manageable through training and breeding. While training a dog,  the accumulated abilities will never go over 30 (for example you can train a dog with 20 Attack Dog + 10 Breeder,  and that's it). Through training alone,  you will not be able to have a perfect dog at every skill,  so choose carefully where you want to focus.

 

Through smart breeding you can improve those numbers,  by combining parents skills and stats. This means that puppies will always inherit a combined value of its parents skills and stats,  making it possible to achieve powerful dogs after a few generations.

 

Notes about happiness,  loyalty and food level:

  • You can improve your dog happiness and loyalty by playing with it.
  • Your dog loyalty will increase if you can keep it with max FoodLevel. Every Time if feeds and is already at max Food Level it will increase loyalty.
  • On the other hand,  if you let food level go under 5,  loyalty will start decreasing.
  • Every Time your dog tries to feed and finds no food or water,  its happiness will decrease.
  • If your dog food level goes under 7,  it will start asking you for food with a special barking sound. So be attentive to its needs
  • Your dogs regularly ask you to play,  with a special playful bark.


ITEMS:

  • A dog staff used to capture dogs. Success chance depends on your Dog Taming skills
  • Dog Collars can be used to claim ownership of a dog and to check dog statistics. A owned dog cannot be "owned" by anyone else,  and will only recognize command from its owner.
  • Throw a dog toy and your dog will go get it for you. Keep your dog happy,  and it will perform better
  • Dog cookies are your dog food of election. Once tamed,  it will refuse eating anything else

Dog whistles are used to issue orders to your dogs. Use the following keypads:

  1. ->Call dog (do NOT follow)
  2. ->Follow
  3. ->Track&Attack Zombies
  4. ->Track&Attack Humans
  5. ->Track&Attack Animals
  6. ->Stay. Removes ownership,  so dogs will stop acknowledging your orders and can be "owned" by someone else. Required if you wanna trade a previously owned dog.
  • A human dummy can be used to train your dogs to attack unfriendly humans
  • A zombie dummy can be used to train your dogs to attack zombies
  • A Pig dummy can be used to train your dogs to attack animals
  • A dog trough used to feed your dogs. You can put dog cookies and cans of murky water inside to feed them and your dogs will find it and consume those.


SOME ADVISES (and known issues):
breed them on a plane surface or you risk losing pups falling through the world
keep your "breeders" contained and with clear path to food
if a dog cannot find a path,  it can get stuck trying to get to destination. If that happens,  capture it and drop it again,  or issue an order
keep your breeders away from your training grounds. It can get confusing having a lot of dogs trying to follow your orders
Remember that if you issue the stay order,  the dogs that acknowledge that order will no longer recognise your orders until you "re-own" them with a collar. That may actually be a good thing if you want to make sure that only a specific dog will acknowledge your orders,  but it will open room for stealing. My advise to you would be to leave your breeders on that state,  if you can keep them on a secure location.

 

SPECIAL PETS:
There are some special pets that you can collect. Usually, special unique pets will drop when you finish harvesting certain animals. They cannot be captured any other way, they cannot be tamed in the wild, and they cannot be bread! They will however spawn with a special set of properties, and are usually overall better than a regular dog at particular tasks.
They can still be traded as long as you remove their ownership (just like the dogs, you issue the “stay” order).


REMEMBER - ALL albino animals are unique animals and cannot be tamed! They will however have a small chance of dropping a special pet!


Weapon Attachments

We also include a fully functional weapon attachment system. Silencers,  extended magazines,  advanced sights,  acogs,  grips,  laser dots,  and others can now be used in different custom weapons.

This attachments will modify things like kickback,  damage,  range,  clip size,  fire rate,  reload time,  zoom and sounds. I leave it to you the surprise of finding and figuring them out.
Pressing “Insert” key will open the attachments menu. If you have a suitable attachment available, the respective button will be enabled.
Alternatively,  to apply one attachment you need to have them on your inventory and press 1 through 6 on your numeric keypad. Each key that is assigned to an attachment on the xml will add it or remove it from the weapon.


Wildlife Hazards
During your travels you will come across with many dangers. Radiation has not only affected humans,  but it also created many more dangers. Mutated scorpions,  snakes,  spiders (oh the dangerous spider nests) and other animals have grown in size and aggressiveness and you better keep a lookout for them.
Keeping a good stock of insect and snake bite antidotes with you is always a smart move.

 

Radiation
Radiation plays a very important part on Starvation. There are multiple locations where the players will feel radiation effects:
Radiated blocks will ALWAYS make you sick when you step on it.
Zombie nests will always make you sick if you get close enough,  and will also do radiation damage.
Nuclear bombs will create a radiated area. Inside that area you may get sick and will suffer from slight radiation damage.
There are multiple locations where radiation may become problematic,  particularly the radiated biomes and the nuclear plant. On those places you may become sick,  suffer radiation damage or (most probably) both.
Radiation sickness is a incremental sickness,  that will start raising from the moment you get sick. Leaving a radiated area,  will not stop the sickness but will stop radiation damage. Radiation sickness will eventually start hitting your stats and,  if not healed,  will result in death.


There are a few ways to cure or mitigate radiation effects:

  • Potassium Iodide Pills - Lowers your radiation level slightly and gives a small health boost. Good to keep your radiation levels under control,  and to mitigate radiation damage. It will however be very hard to cure advanced stages of radiation sickness using solely this pills.
  • Potassium Iodide Syringe - A strong potassium iodide injection. Lowers your radiation levels drastically. Expensive to make,  but great medicine against high levels of radiation sickness.
  • Radiation protection clothing. This type of clothing offers protection against radiation damage,  but close to no protection against other type of damage. Includes hazmat suit that can only be looted,  and radiation suit that can be crafted. Low quality gear is close to useless,  and a optimum radiation suit will be better than even the best hazmat suit. A skilled crafter will become invaluable while fighting under extreme radiation conditions. A full set will also grant you immunity to radiation sickness. The better the suit,  the more damage is mitigated. It is STRONGLY advised that you have some of these to venture radiated biomes,  and if you want to work at the nuclear plant.

 

You will want to make a science workstation as soon as possible. The dangers of periferic radiated biomes are many,  but the rewards….

 

Health System
Besides the obvious infections, your health needs to be taken care of. There are a few extra diseases, usually not deadly, that will affect your day-to-day and may condition your decision making process.

Flu (common cold)

Low welness levels, combined with being wet or cold, can result in catching a flu. It’s not a dangerous disease per se, but will make you sniffle, cough and sneeze… Your temperature will also raise a little bit. Those can be dangerous when trying to hide! A flu will last for 24h, and if not treated may evolve to a strong flu. Strong flu will make you sneeze more, and will hit your stamina and health very slightly, as well as have a small impact on your general wellness. It will also raise your temperature A strong flu will also eventually go away after 24h.
Flu can easily be treated using any kind of antibiotic. In its weaker stage, some hot goldenrod tea may also help. If you don't have any medicine available, some rest will help… Healing 1st stage flu with some rest is quite easy. Healing a 2nd stage flu is not so easy, but it’s possible, and sleeping can help you keep your temperature under control in that case. Eating fish will also grant you temporary immunity to Flu.

 

Fatigue

It’s very important to keep an eye on your mental state and fatigue. Having some rest will grant you a small edge that may become decisive on your adventures. If you spend more than 24h without having some rest, you will start feeling sleepy. Your body will warn you with some Yawns. Spend more than 30h without any rest, and you will feel a small decrease on your speed. Your yawns will become more frequent.

Spend 48h or more without any rest, and your body will suffer a big impact… Your speed and stamina will suffer, and your wellness will slowly decay. There are a few ways to keep your fatigue under control. Obviously, any bed or bedroll will decrease  your fatigue in time, while also slowly recovering your health. Then you have certain items that will help stay awake longer then you should. Coffee, tobacco and cannabis will all reduce your fatigue, but at different costs!

 

Addiction

While smoking cigars and cannabis blunts are excellent ways of reducing your fatigue, they will cause addiction… If you smoke too much, without giving some time between smokes, you will get addicted. Addiction effects will pass in time, if you don’t smoke anything.
To smoke, simply equip (face slot) a cigar or a blunt. They will last some seconds, but will automatically change into a cigar butt. When you smoke some drug, it will “mute” your addiction (if existing) from some game hours.
Smoking an occasional cigar or blunt shouldn’t do much harm :)

 

Scruvy

Scurvy is another disease that may afflict you, if you are extremely careless. If you go for more than 2 weeks without eating any fruit, you will get scurvy. Scurvy will affect your stamina, and make you emit a foul smell. To cure it, simply eat fruit!

 

Sanity

Under development...


Settlements

  • Starvation includes our first colony version. This allows you to recruit and train survivors,  thus automating some activities like crafting,  farming,  cooking or guarding your settlements.
  • Survivor workstations also allow you to craft things otherwise only attainable through looting. In order to recruit survivors you first need to build a radio tower. A radio tower can be built in a Mill workstation,  thus requiring you to have power.
  • A radio tower will also require power to be activated. When activated it will start emitting a beacon,  and will have a chance of attracting survivors to your settlement. 

 

Survivors

  • Each survivor will need food to survive after recruitment. They will “look” for food on nearby secure food storage containers. If no food is available they will start losing health and will eventually die. The food they need depends on their health:
  • If a survivor is not hurt,  or very close to full health,  they will look for low tier food (cornBread, eggboiled,  1 unit each time)
  • If they are slightly hurt,  they will look for medium tier food (cornBread, grilledMeat, boiledMeat,  2 units each time)
  • If they are badly hurt,  they will look for high tier food (meatStew, vegetableStew,  5 units each time)
  • Survivors will also sleep during the night. While sleeping they don’t need food.
  • You NEED to have available survivors to assign them to specific tasks.
  • For our first version, our survivors are NOT ENTITIES, they are instead animated blocks. We intend to change that in the near future.

 

Crafters

  • Crafters are basically survivor workstations. Each crafter you place may know a few random receipts by default,  and you’ll be able to teach them new things. 
  • To teach a crafter a new item,  you need to hold that item,  enter the crafter menu,  and press the Teach button. You’ll have a random chance of success that will depend on the crafter skill level and the tier of the item. That chance of success will NEVER be lower than 35%. REMEMBER,  if the crafter fails to learn the item,  it will be lost forever. If he succeeds,  your item will be lost but he will then be able to make new ones. Each crafter also has a limit for what he can learn… Each crafter may need a container for the raw mats, and a container for the end products.
  • A crafter needs food just like a survivor, and will mostly sleep during the night (sometimes they have insomnia)
  • For some items,  you will need to combine different crafters to build the final product. We describe the different crafters next,  but the receipt list is still under review.

 

There are currently 3 different crafters:

  • Weaponsmith - needs storage building container for end product and raw mats. Requires a male survivor to be placed.
  1. Low tier items: TrapNail,  ceramicPlate,  hoeIron,  wrench,  partsRevolver_frame,  partsRevolver_grip,  partsPumpShotgun_stock,  partsPumpShotgun_barrel
  2. Medium tier items: huntingKnife,  BearTrap,  forgedSteel,  fireaxeIron,  pickaxeIron,  partsHuntingRifle_stock,  partsHuntingRifle_barrel,  partsPistol_grip,  partsPistol_barrel,  partsPumpShotgun_stockShort,  partsPumpShotgun_barrelShort
  3. High tier items: machete,  GarageDoorNew1,  steelPlate,  armorPlate,  partsAK47_stock,  partsAK47_barrel,  partsMP5_stock, partsMP5_barrel,  metalFrame,  smallDeposit
  4. Expert tier items: powerStreetLight01,  fireaxeSteel,  assaultRifleStock,  assaultRifleBarrel,  partsSniperRifle_stock,  partsSniperRifle_barrel,  genCasing,  fuelDeposit

 

  • Mechanic - needs storage building container for raw mats and a Storage Weapons container for the end products. Requires a male survivor to be placed.
  1. Low tier items: gunNail, nailShotgun, partsHuntingRifle_parts, partsPistol_parts, partsRevolver_parts, partsPumpShotgun_receiver
  2. Medium tier items: gunHuntingRifle, gunPumpShotgun, gunSawedOffPumpShotgun, gunRevolver, partsHuntingRifle_receiver, partsPistol_receiver, partsRevolver_cylinder, partsPumpShotgun_parts, buechse
  3. High tier items: gunMP5, gunPistol, steelBoots, steelGloves, steelLegArmor, partsAK47_receiver, partsAK47_parts, partsMP5_receiver, partsMP5_parts, steampunkRevolver, SmallGenerator
  4. Expert tier items: gunAK47, ACW, MTAR, gun44Magnum, gunSniperRifle, steelChestArmor, steelHelmet, Drawbridge1, assaultRifleTriggerHousing, acw-r_parts, partsSniperRifle_receiver, partsSniperRifle_parts, dieselGen

 

  • Cook Chef - needs storage food container for end product and raw mats. Requires a female survivor to be placed.
  1. Low tier items: cornBread,eggboiled,cornOnTheCob,charredMeat
  2. Medium tier items: grilledMeat,boiledMeat,baconAndEggs,coffee
  3. High tier items: vegetableStew,goldenRodTea,redTea
  4. Expert tier items: meatStew,blueberryPie

 

Farmers

  • Farmers allow you to automate farming activities. They can plant and harvest crops. It requires a teen survivor to be placed.
  • There are currently 3 tier of of farming… The player needs to assign a tier to the farmer, for it to start working.
  • For each assigned tier, the farmer will look for the correct seeds on a Storage Farm container, and will try to plant them on fertile land. He will do that once for each available seed type on every work cycle.
  • After trying to plant seeds, he will look for mature plants of the assigned tier and will try to harvest them. For trees, each harvest operation will “decay” the tree until it “dies” and needs to be replanted.
  • A farmer needs food just like a survivor, and will mostly sleep during the night (sometimes they have insomnia)

The farming tiers are:

  • Low tier: plantedBlueberry3Harvest,AppleTree1 and blueberrySeed,appleSeed
  • Medium tier: plantedCotton3Harvest,plantedCorn3Harvest and cottonSeed,cornSeed
  • High tier: plantedCoffee3Harvest,plantedGoldenrod3Harvest,AppleTree1 and coffeeBeans,goldenrodSeed,appleSeed
  • A farmer needs food just like a survivor, and will mostly sleep during the night (sometimes they have insomnia).

 

Guards

  • Guards will protect your facilities, providing they have weapons and ammo. They use HAL9000 turrets as base, and will engage all enemy entities and all players not in the placer friend list. We may start to use NPCs when their AI is working as intended.
  • They can be equipped with either a pistol or, at higher levels, a mp5. To give them a gun, just hold it, open the guard UI, and press “Give gun”. Do the same for the ammo.
  • Guards will also recover some of the bullet cases spent. The higher the level the more they recover.
  • A guard needs food just like a survivor, and will mostly sleep during the night (sometimes they have insomnia). You can however try to keep them awake during the night, having available coffee on nearby food containers.

 

Nuclear Plants

  • If you’re lucky enough (or unlucky enough), you may find a Nuclear Plant. Nuclear plants are special POIs that can be powered up and give access to special items otherwise unattainable.
  • If you find them, you will find instructions on how to power them up. Remember that after everything is setup, the big turbines may take up to some minutes to power up. Be patient.
  • I would advise you to destroy the military truck, if you feel your performance is affected.
  • Exoskeletons and Exo Guns
  • During the last big war, a few corporations invested quite a bit in exoskeleton technology. In a last desperate effort to stop the zombie outbreak, many exoskeletons were shipped to the front lines. It is believed that many unused exoskeleton parts and guns still exist inside the radiation areas.

 

Exoskeletons

  • exoskeleton parts can be found in loot inside radiation zones
  • if you equip a full exoskeleton, your hud will be "upgraded". If you're using custom huds and want to disable certain elements of exo hud, you can do so by removing the specific pics from the data/hud folder. BE CAREFUL, and don't delete the entire folder, or some functionalities will simply not work.
  • exoskeletons can be powered using Power Cores. To fill its power, simply "consume" a power core. Full power will last you approximately 12 ingame hours on our current version.
  • exoskeletons grant you a speed and stamina boost while powered.
  • exoskeletons offer you protection against radiation damage, but DO NOT make you immune to radiation sickness.
  • exoskeletons come equipped with a diagnostic tool. press "Page Up" for about 1s and it will open the diagnostic HUD. That hud will give you important information and your character custom conditions.


Exo Guns

  • exo guns are heavy weaponry that can only be used wearing a powered up exoskeleton.
  • exo guns are powerful beasts but they slow you down and will increase power consumption.
  • Balancing still in progress.
     

 

https://7daystodie.com/forums/showthread.php?49819-WIP-STARVATION-by-SDX-team

 

 

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27 minutes ago, crispymorgan said:

It's very...... thorough.  Press s to have a shit.......

:lol: Yeah it's a long read but the stuff they've added is crazy.

 

29 minutes ago, Dr Diamond said:

What is this, the fucking sims ? emoji23.png

Sent from my SM-G935F using Tapatalk
 

Nope, just a more realistic and harder game. 

 

They've actually made use of the doom zone, which i think is a great touch. There's now a reason to wear a hazmat suit.

 

 

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