7 Days To Die
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Arrath1

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About this mod

Updated to A17.3b18:
Version 2.0: The Frankenstein Mod beta 7
Ever wanted to create your own army of zombies to fight for you instead of against you? Now you can! However, it won't be easy. I have spent weeks developing an intricate puzzle for you to solve. Good Luck! Also, please report any bugs you find so I can get them fixed.

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Changelogs
Version 2.0 The Frankenstein (Mod beta 7):
This is the big one! Wow! what a project! I won't be explaining what it does here because that
would ruin the puzzle.  At first glance (once you have found all of the clues) it may look fairly simple.  Looks can be deceiving!
Actually building something that works successfully is another puzzle unto itself.  Also, I left some epic things unmentioned in
the clue set for you to discover on your own!  I'm looking forward to your comments!

Note: This mod is not for the impatient.  It is targeted as another fun ultimate goal in the game (besides just building all of the vehicles).  I had allot of fun programming the over 8000 lines of code.  I hope you find it enjoyable and a fun add-on for the game!

Change Log 1.41:
Bug Fix: Heavy Armor Thermal Protection calculation bug fix.  Still working on next update, but making progress.
Change Log 1.4:
Per a user request, I have added a new pool of acid trap that is tied to the wetness de-buff. You can now create and use a bucket of acid
to pour pools of acid that will damage any entity (including players) that enter it and become wet. The damage will continue until the
wetness de-buff is removed. The acid de-buff can also be removed by jumping into normal water or washing off the acid with various
drinks (i.e., the same ones that can remove the on-fire de-buff), or by rain.  The damage is 8/second but it can last longer than fire
after leaving the pool of acid so it has a greater potential damage over time depending on how much time is spent in the pool of acid.
The Empty Plastic Acid Bucket is used to retrieve pools of acid, which can then be reconverted into Bottles of Acid for mobility.
Added Sulfur to mining resources because you will need allot of acid to make something like a mote around your base.  Sulfur is now
obtained from Oil Shale nodes (i.e., along with it).  I considered creating its own veins in a specific biome, but that would then require
a new map regen and would not work with the standard Navezgane map. So I opted to instead tie it to the Oil Shale Node for simplicity.
It is also obtainable via the standard surface boulders.
Added a new recipe to upgrade Car Batteries to Level 6 to Yea! Science Level 5.
Gunpowder now requires sulfur (as it should).
Updated Snow berry Juice and Yucca Juice to cancel each other out and to not apply if Yucca Juice Smoothie buff is already present.
(Note: Water recovery is NOT canceled out)
Updated Yucca Juice Smoothie to cancel out Snow Berry Juice and Yucca Juice (also without affecting water recovery).

Change Log 1.31:
I forgot to remove transitional items from the creative menu.  Does not affect functionality.

Change Log 1.3:
Self Burying Mines:
Candy Tin, Hubcap, and Air Filter self burying mines bury themselves in about 5 minutes (real time) and become invisible.
During the burying process, they can be picked back up.
Cook Pot mine can now be picked up (no longer picks up as just an ordinary cook pot).

Change Log 1.2:
New Traps:
Added Exploding Trap Door 1.  This is a shaped charged (i.e., does not damage blocks) single shot trap door that utilizes a pipe bomb.
Added Exploding Trap Door 2.  This is the same as 1 except that it utilizes dynamite.

Change Log 1.1:
New Trap Changes:
Removed Wood Floor Joist model for triggered trap doors and replaced with invisible model that allows entities to fall through but
still allows melee damage to destroy it. This prevents walking on the very edges to avoid falling.
New Sticky Trap Door that can catch fast movers (including players unless they jump early enough).

Change Log 1.0:

New Traps:
Increased burning environment damage from 1/sec to 8/sec. This affects the campfire burn damage and can be used to create
campfire traps that burn and kill zombies reasonably quickly.
Added new Self-Resetting Trap Doors that reset around 40 seconds later.
Added new Trap Door Hatch that can be placed over the new Offset Trap Door
that will not trigger it when walked over and the hatch is closed.

Drink Buffs:
Reactivated Yucca Juice & Snow berry Juice with Heat & Cold protection, but now with equal negative effects,
and stack type to duration.
Made Yucca Juice & Smoothie require a campfire with pot.
Added Yucca Juice to Level 1 Master Chef recipes.
Changed Stack Type for Red Tea to duration.
Changed Stack Type for Mega Crush to duration
Fixed Goldenrod Tea not applying buff.

Master Chef:
    Added Yucca Juice and Snow berry Juice to Level 1 recipes.

Hammer & Forge:
    Added Beaker Recipe to level 3 so if you can't find 2 for the Chem Station by level 40, you can make your own.

Living Off the Land:
    Added Snow berries to plantable crops.

Heat/Cold Protection Clothing:
Changed most heat/cold protection clothing to have -25%(rounded) negative ratings
for their opposite.  This means you will need to remove items like the puffer coat in the desert
or you will get very hot, as you would expect.  Also, all metal heavy armor pieces now have -2 to
both heat and cold resistance because they conduct heat and cold in both cases.
Changed the Plant Fiber Hood to the inverse of the Plant Fiber Hat so that you can create both a heat
and a cold protection piece of clothing.
Changed Black Leather Duster to protect from cold instead of heat and reduced puffer coat to make
it (the Black Leather Duster) the best cold protection coat.
Increased overalls cold protection from 6 to 9 because they cover more than denim Pants.
Reduced Santa Hat to the cold protection equivalent of a Cowboy Hat because it is OP.
Reduced the odds of finding the leather duster and black leather duster.

Armor:
Nerfed all armor sets by 1 to increase the point value of the Juggernaut Perk.
Nerfed Mining and Football Helmet to 4 armor so that the Military Helmet with light mod is preferable.

Tools:
Stone Axe, Tazas Stone Axe:
Removed ability to upgrade with cement, concrete mix, forged iron, and steel.
Now you need a better tool for more advanced work.
Claw Hammer, Wrench, and Nail Gun:
Added Cement, Scrap Iron Frame Block, Wet Concrete Block, Wet Reinforced Concrete Block,
and Steel Block to upgrade resources.

Advanced Engineering:
Added Wet Reinforced Concrete Block to perk level 3 to level lock it to 60.
Added Steel Block to perk level 4 to level lock it to 80.
Added Recipe Unlock for the Tool & Die Set to Level 3 so if you don't have one by level 60, you can make one.

New Upgrade and Repair Resources:
Upgrade from Reinforced Wood to Iron now requires a scrap iron frame block.
Upgrade from Reinforced Scrap Iron to Concrete now requires 1 Wet Concrete Block.
Upgrade from Concrete now requires 1 Wet Reinforced concrete Block.
Upgrade from Reinforced Concrete now requires 1 Steel Block.
Upgrade from Flagstone now requires 10 cement.
Repair of Cobblestone now requires cement instead of cobblestone.
Upgrade from Cobblestone now requires 1 Wet Concrete Block.
Upgrade from Brick now requires 1 Wet Concrete Block.

Steel Armor Group:
Removed Light Armor Military Helmet because it doesn't belong.
Removed Swat Helmet to make it more rare since it is the best in the game.
Added missing Steel Helmet.

Light Armor Perk:
Changed to Mobility, which adds 6% Mobility/level which can compensate for 5 pieces of heavy armor.
(Note: Cannot exceed 100% movement speed even if Mobility exceeds 100% rating)

Heavy Armor Perk:
Changed to Juggernaut, which applies to all armor.
Adjusted progression value to max out Damage Resistance to 75% (down from 92%)
best case scenario (not including Pain Tolerance).

Muffled Connectors:
Reduced Muffled Connectors to 3% from 4%. This then requires at least 3 points in From the Shadows to achieve
0% Noise Multiplier if a full set of 5 are used.
Changed Advanced Muffled Connectors to apply only to heavy armor, which prevents overpowering light armor.

Animals:
    Stag, Wolf, Dire Wolf, Boar, and Boss Grace:
        Added Testosterone Extract to make steroids more available since they are so useful in
        the early game.

Resource Harvesting Changes:
Changed all White Bags to yield cement instead of Concrete Mix to make the cement mixer more valuable.
Corrected error in plantedSnowberry2 to correctly point to plantedSnowberry3HarvestPlayer.

New Blocks:
Added 1/4 and 1/8 brick blocks to blocks list to compensate for harder to make concrete versions.  This allows for them to be made earlier
in the game.

Workstation Fuel:
Changed the icons in the fuel slots to represent the best to the worst fuel items now that coal
and oil have been adjusted.

Cement Mixer:
    Added Gasoline as fuel to the cement mixer because it has a gasoline engine to run it.

Fuel Changes:
Increased the fuel value of Gas from 2 to 60 seconds for running the cement mixer on a gas powered engine.
This is only because of the compression of the engine, but I have no way to limit it to just the
cement mixer via the xml files. So this is a bit of an honor system unless the code gets changed.
Increased the fuel value of coal from 20 to 100 seconds since it is twice the density of wood.
Added fuel value to oil to be 25% that of coal and half that of wood (based on some rough estimates
from some basic research on BTU value comparison per pound).

Ammo:
Removed ammo found with guns to reduce the chance of finding 100+ rounds before day 7 and because
they already have a full clip when found.
New recipes to convert steel ammo to brass.
        New recipes to convert arrows to bolts and vice versa.