Page 1 of 144 1231151101 ... LastLast
Results 1 to 15 of 2160

Thread: [WIP] STARVATION Mod for A16

  1. #1
    Colony Founder Mortelentus's Avatar
    Join Date
    Jan 2015
    Location
    Portugal
    Posts
    1,432
    Rep Power
    1

    [WIP] STARVATION Mod for A16

    STARVATION

    A16 version (UPDATED TO A16.4)

    VERSION 16.0.1.02

    BEFORE YOU DOWNLOAD THIS MOD, MAKE SURE YOU HAVE READ AND UNDERSTOOD OUR TERMS OF USE AT THE END OF THIS POST.

    Talk to us on

    STARVATION is being developed as a modification to TFP's 7 DAYS TO DIE. Starvation adds a higher level of difficulty, challenge, realism, and fun to the original game.

    Some of the features you will find in STARVATION are as follows:

    • advanced farming
    • food spoilage and plagues
    • animal husbandry
    • dog taming
    • special pets
    • fishing
    • traps
    • power system (natural gas, heat and electricity)
    • wildlife hazards
    • radiation hazards
    • wellness and sanity system
    • NPC survivors
    • settlement founding
    • advanced weaponry
    • new zombies
    • new animals
    • boss zombies
    • bandits


    If you would like know more about us, you can visit our site. You will find pictures, videos and more. Make sure you check our merchandizing section


    A VERY WELL DESERVED THANKS to the important contribution of:
    • Pacco for all the graphics, xml, patience and dedication. Unfortunately he is no longer amongst us. Rest in peace my friend.
    • Good old Matite for the numerous assets we're using, made by him (garage door, drawbridge and numerous plants)
    • Dissolutionskey for providing resources for development and testing, for the awsome ideas, and for all the moral support
    • xtended2l for his extensive review, cleaning and balancing of the xml. He has been busy with real life but will always be a member of our team.
    • Rentched and KillServers for all the support in both development and hosting official servers.
    • Xyth recently joined his, and has been extremely helpful and productive
    • Well, myself for... scripting?
    • A special thanks to Sphereii for his launcher, and for his mods. I'm using slightly adjusted version of his Transmorgifier mod, for example.



    ALERT - This mod is demanding. It is strongly advisable that you have a bare minimum of 10GB ram, preferably 16GB.

    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!

    We will providing the mod using Sphereii 7D2D Mod Launcher.

    The launcher will replace / update all necessary files, so even if you have no contact with SDX, this should be straight forward.

    Server files are available via GitHub repository. If you have a server, all you need is to past those files there. NOT TESTED FOR LINUX SERVERS YET!!!

    Keep in mind that there are still many things that will probably change or be added/removed.

    I leave you with a small trailer



    You can also check "Modding Chronicles" for more info about the Colonies, armor buffs and other interesting stuff.

    We started working on a wiki for the mod, here
    if you want to help with building it up, contact rentechd or any Starvation Team member


    - - - Updated - - -

    TERMS OF USE:


    By downloading Starvation Mod, you agree that:

    • you can copy the material in any medium or format for your personal use.
    • If you remix, transform, or build upon the material, you may not distribute the modified material, without asking for our permission first. This includes c# code, xml configurations and all included models and icons.
    • If permission is given, you must give appropriate credit, provide a link to this license, and indicate what changes were made. You may do so in any reasonable manner, but not in any way that suggests the licensor endorses you or your use.
    • Many of our assets were purchased and as such we can not give permission to use any of our models on your own projects until further notice.


    NOTES:
    • If you are currently using any of our models, we will ask you to stop using them and contact us, until we can figure out which ones we will even be able to grant permission to use, if the team decides to grant permission.
    • Anyone using Starvation c# code from our latest public release, is free to keep using it freely.
    Attached Images Attached Images
    Last edited by Mortelentus; 02-21-2018 at 09:52 PM.

  2. #2
    Colony Founder Dagzambie's Avatar
    Join Date
    Jul 2015
    Location
    By the Beard! That's a big wolf!
    Posts
    1,680
    Rep Power
    1
    Yippy Skippy! Thanks guys, looking forward to jumping in!

  3. #3
    Inventor wolverine576's Avatar
    Join Date
    Dec 2015
    Posts
    874
    Rep Power
    0
    Dedi server up and running no issues!


    Server:
    "The Dead Shall Rise"

  4. #4
    Refugee
    Join Date
    Jun 2015
    Posts
    15
    Rep Power
    0
    I'm not sure but i think there is problem with crafting. When I start crafting item appear in inventory when I will craft next item. I have no time to test that but it happenned for me few times.

  5. #5
    Refugee Hameshy's Avatar
    Join Date
    Jul 2014
    Posts
    27
    Rep Power
    0
    Transfiring to this thread the comment about the Meditation Carpet lol

    The base price in game is showing 100 dukes (with barter 1 you can sell for 20), and cost 20 fibers to make and it stacks, making the carpet a 1fiber = 1duke (wihtout leveling barter).

    The Beadroll has the same material cost to make and is 10 dukes for every 10 pieces, maybe is interesting to copy his price code (it is in the other thread) on the Carpet code.

  6. #6
    Hunter
    Join Date
    Jun 2017
    Location
    SWEDEN
    Posts
    112
    Rep Power
    0
    Asking here. How to insert the compo-pack (by Magoli) to starvations rwgmixer.xml? I really wanna test this great mod out, but tired of all the vanillaprefabs.

  7. #7
    Scavenger
    Join Date
    Jul 2015
    Location
    UK
    Posts
    48
    Rep Power
    0
    This mod bugged! I launcher from 7D2D Mod Launcher
    20171021213211_1.jpg
    20171021213220_1.jpg

  8. #8
    Colony Founder Dagzambie's Avatar
    Join Date
    Jul 2015
    Location
    By the Beard! That's a big wolf!
    Posts
    1,680
    Rep Power
    1
    Quote Originally Posted by Robeloto View Post
    Asking here. How to insert the compo-pack (by Magoli) to starvations rwgmixer.xml? I really wanna test this great mod out, but tired of all the vanillaprefabs.
    Difficult to do. I think you can add individual POI's thru XML fairly easy. I'm sure some one more knowledgeable than me can walk you thru it, I'm a bit of a noob at modding. But, I believe the Starvation team has included quite a few non vanilla POI's to it's list.

  9. #9
    Colony Founder Mortelentus's Avatar
    Join Date
    Jan 2015
    Location
    Portugal
    Posts
    1,432
    Rep Power
    1
    Quote Originally Posted by Hameshy View Post
    Transfiring to this thread the comment about the Meditation Carpet lol

    The base price in game is showing 100 dukes (with barter 1 you can sell for 20), and cost 20 fibers to make and it stacks, making the carpet a 1fiber = 1duke (wihtout leveling barter).

    The Beadroll has the same material cost to make and is 10 dukes for every 10 pieces, maybe is interesting to copy his price code (it is in the other thread) on the Carpet code.
    Thank you, noted.

  10. #10
    Colony Founder sphereii's Avatar
    Join Date
    Dec 2015
    Posts
    2,871
    Rep Power
    1
    Quote Originally Posted by Wolves Hero View Post
    This mod bugged! I launcher from 7D2D Mod Launcher
    20171021213211_1.jpg
    20171021213220_1.jpg
    Sorry for the trouble. Can you upload the log files? It'll be easier to see. Here's a visual guide on how to do it: https://imgur.com/a/QXEg5

  11. #11
    Inventor wolverine576's Avatar
    Join Date
    Dec 2015
    Posts
    874
    Rep Power
    0
    Quote Originally Posted by Robeloto View Post
    Asking here. How to insert the compo-pack (by Magoli) to starvations rwgmixer.xml? I really wanna test this great mod out, but tired of all the vanillaprefabs.
    YOu can add the combo pack mod in, till the SDX team adds in their own prefabs, everything is set kinda vanilla for this initial release, all you have to do is drag n drop the combo pack prefabs in, and replace the mixer with the combo pack one.

  12. #12
    Scavenger
    Join Date
    Jul 2015
    Location
    UK
    Posts
    48
    Rep Power
    0
    Quote Originally Posted by sphereii View Post
    Sorry for the trouble. Can you upload the log files? It'll be easier to see. Here's a visual guide on how to do it: https://imgur.com/a/QXEg5
    Never mind fixed now because old backup copy paste 7DtD A16.1 is lot bug, I have redownloaded again 7DtD A16.3 with mod work now.

  13. #13
    Colony Founder sphereii's Avatar
    Join Date
    Dec 2015
    Posts
    2,871
    Rep Power
    1
    Quote Originally Posted by Wolves Hero View Post
    Never mind fixed now because old backup copy paste 7DtD A16.1 is lot bug, I have redownloaded again 7DtD A16.3 with mod work now.
    Great to hear. enjoy the mod.

  14. #14
    Colony Founder Mortelentus's Avatar
    Join Date
    Jan 2015
    Location
    Portugal
    Posts
    1,432
    Rep Power
    1
    Quote Originally Posted by wolverine576 View Post
    YOu can add the combo pack mod in, till the SDX team adds in their own prefabs, everything is set kinda vanilla for this initial release, all you have to do is drag n drop the combo pack prefabs in, and replace the mixer with the combo pack one.
    Remember that there are already VERY important changes in RWG. Custom radiation biomes, power plant, bandit oil rig, a VERY important POI, multiple boss locations, and multiple quest POIs.

    You'll miss all that if you remove our RWG changes completely (and you'll never get the exo suit).

  15. #15
    Inventor wolverine576's Avatar
    Join Date
    Dec 2015
    Posts
    874
    Rep Power
    0
    Quote Originally Posted by Mortelentus View Post
    Remember that there are already VERY important changes in RWG. Custom radiation biomes, power plant, bandit oil rig, a VERY important POI, multiple boss locations, and multiple quest POIs.

    You'll miss all that if you remove our RWG changes completely (and you'll never get the exo suit).
    THis is very true! Do you plan in the future to add in the combo pack? For the official releases.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •