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Thanks for reminding me about the link. I'd intended to include it, but forgot.
It's also ramped up the survival aspect. I'm still (barely) surviving mostly on raw plants I'm foraging from the environment. Tinned food has a debuff, It'll feed you, but old cold cheap food from a can isn't great. Also, food doesn't heal you. Not the food I've found so far, anyway. Apart from an apple I found growing on a tree. Just 1 apple. That healed 1 HP.
I'm foraging for wild strawberries, cucumbers, tomatoes...anything to get a bit of food and water. And carefully straightening the few usable bent nails I scavenge from stuff so I can reuse the nails to make building blocks, chests...lots of things need nails and I have very few of them. By day 5 I usually have hundreds of building blocks, as many as I want. In this mod, I have 3.
This is great. Currently my favourite overhaul mod.
The mod is also far harder than vanilla because there's a lot more variation in zombie health. You can encounter zombies with 3x normal hp. Also, repairing anything other than legendary items can cause them to lose a level, so even finding a better weapon is only temporary. Debuffs seem to be far more common. Honey only heals 2% infection.
So far I've attempted 7 T1 jobs and only succeeded in 3 of them. On warrior difficulty, as usual.
I haven't been able to put a roof on my shelter. Not enough building blocks. Not enough nails to make building blocks. I'm spending every night crouching in the corner beside a 2 block high wall.
Newspaper dispensers are locked. So even that source of books and magazines is greatly reduced. In fact, all sources are as there's a chance of a book source containing only blueprint papers. Which you can craft into books and magazines...if you can make a schematics workbench. Which I'm nowhere near being able to do. And you have a vast number of blueprint papers. Which I don't.
It's brilliant. Day 10 now and I still can't even make a forge. I could make an improvised workstation...but I don't have anywhere near enough nails. Or enough higher quality wood planks, which require a table saw workstation to make. A workstation I can't make.
At this rate it's going to be at least day 30 before I'm self-sufficient and probably day 100 before I'm properly done with the playthrough.
I'd recommend this mod to anyone who finds vanilla too easy. It's restored the survival aspect for me. All of it. Food, yes, but also difficulty. I have to run away a lot. I'm still looting garbage piles, bins, everything. I'm still creeping around inside POIs searching kitchen cupboards. It's great. It's almost like the early days of playing the game, when it seemed insanely difficult and a tin of cat food was a great find.
A repair kit requires 5 leather in this mod (as well as forged iron and duct tape and a sewing kit). My chosen playstyle of never hunting animals is a serious problem. Many other things require leather too and it's a rare resource if you don't hunt.
Plants will grow in farm plots without irrigation. Irrigation seems to be needed for greenhouses, not for outdoor planting.
Some tinned food can be eaten without a debuff. It's stated in the description of the food, as a chance of malnutrition. But even the safe tinned food only gives 5 or 10 food. I'm OK with food now that I have a camp fire and a dozen farm plots and I've found enough bowls for food (which I can't make because I can't make a woodworking workstation).
I'm still short of money. Traders pay very little for everything and charge a lot for everything. Job rewards are very small. Here, have 100 dukes and a tin of tuna. A bar of chocolate (10 food) costs 225 dukes, which gives you some idea of the cost of things. A magazine? 1125 dukes. Ammunition? 50+ dukes. Per round. You ain't buying most of your stuff from traders in this mod.
Even if I could make a minibike (I can't), I'd need a vehicle workbench (which I can't make) to make the minibike and a chem station (which I can't make) to make the fuel for it. It's not viable to buy fuel from the traders (which is what I do in vanilla). I think I'll be on a bicycle until day 50.
Everything is nerfed into the ground. Magazines? Yeah...occasionally. Newspaper dispensers? Sure, plenty of those in town. But they're locked. Lockpicks break. Often. Fancy breaking one open with a stone pickaxe? In between fighting the zombies attracted by the noise? Hahaha, you found some paper. Or a few bits of blueprint paper. If you had 200 more and a schematics table (which you can't make yet - that's a more advanced workstation) you could make a magazine.
Day 25 and the best armour I can make is quality 4 primitive. That's how slow progression is in this mod.
Day 25 and in all my looting the sum total of the mods I have found is this: 1 customised fittings mod (that I can't use as I only have primitive armour), 2 tool handle mods (increased speed of tool use, handy on my stone axe and stone shovel), 1 2x scope and a magazine extender mod (handy on my rifle, although it's not very useful due to the slow rate of fire, the amount of zombie-attracting noise and the scarcity of ammunition).
This is my new favourite mod. Everything is harder and all progression is slower and there's a lot of extra complexity.
There's quite a lot like that with crafting, e.g. I thought the table saw would be required for wood planks. It isn't. It's just much faster. Quite a few things don't need the relevant workstation, but take more time and/or more materials without it.
The problem now is fuel. I have quite a lot, but I can't make it (no chem station yet) or buy it (traders don't stock it). Or maybe Bob does - I'll take a trip (on my new minibike!) to Bob to check that. Wrenching vehicles is slow going, especially when you also need to mine iron to make forged iron to make new tools when your tools break. Or stick to a L1 wrench (which can't drop a level when repaired) and less forged iron to make repair kits. Assuming you have enough duct tape and sewing kits and leather to keep up with the making of enough repair kits. You can make sewing kits, but that takes more resources.
Everything is slower and harder in this mod. It's pretty much exactly what I was looking for.
I could make a beehive to make honey...if I knew how to catch bees. No idea. Maybe Rekt sells them. I haven't found Rekt yet. Traders are random again. I've found a Bob, a Hugh, 2 Jens and 3 Joels. They're not all conveniently on the edge of town, either. So far one in the middle of town and the rest on the road a couple of hundred metres out of town. I'm playing on the 8K map that comes with the mod, which has all the new POIs and modified POIs.
I was right about the debuffs. Your crit resistance is -34%, so you do get debuffs more often.
This mod is great if you want the game slower and harder.
Crafting the beehive requires bees. They're part of the recipe. So your idea was sound and might work in real life but it won't work in the game.
I have found hives in the gameworld (in a few of the new or modified POIs) but they're another workstation. I've searched them and I've wrenched them and I've got the usual stuff you get from workstations. Maybe there's a small chance of getting bees that way. I hope not because the hives are very rare.
I'm almost sure I recall seeing a trader selling bees at some point, early in the game. But maybe I imagined that. It's either a faint memory of something maybe glimpsed once or it's a false memory.
Rekt sells them. I think I might have briefly seen it when watching some gameplay of the mod on Youtube.
Day 62 and I hadn't found Rekt. Then I found him on the other side of the town I'd started close to. I'd become so used to the vanilla placement of traders that I hadn't thought to check the whole town for a second trader. But the map that comes with CUYD doesn't use current vanilla trader placement. Traders can be inside towns, some way outside of towns, some towns don't have a trader, in some places there are 2 or 3 towns close to each other and a trader on a road between them. The small part of the corner of the town I started near, the little bit of it I hadn't explored, contained Rekt. Barney to the NE of the town on a road a few hundred metres outside of town, Rekt in the SW corner of the town.
If I had known, I would have built my base just outside the SW corner of the town, near Rekt. But it's way too much bother to move now. I'm intending to build a large complex with a crop farm, a well, cows, sheep and chickens...and a castle. An elaborate Disney style castle so my character can be the princess. In biker armour and carrying an M60. But it would have been better if she had been Rekt's neighbour so she could pop over and tell him "I'm the ♥♥♥♥♥♥♥ Princess!"
I'm glad I've found Rekt. Not just for the bees. Rekt is by far my favourite trader.
Just spent 2 game days in a huge new T5 POI. Failed the job as I couldn't find all the zombies, but the job was just gravy anyway. I was there to explore a new POI. Found 2 schematics for new stuff in this overhaul that can only be found by looting and some titanium ore. Result!
This is my favourite overhaul mod. It's pretty much just what I wanted.
I hope you like it. I'm now on day 203 of this playthrough and I'm approaching endgame. I just crafted an autominer, which will give me bulk titanium ore, which will mean I will finally be able to craft top tier weapons and tools. Then I'm off to the new tier 5 POIs to explore and rampage.
No other mod has given me a 200+ day playthrough and I'm not bored of it.
I'll mention something because I missed it for over 100 days of my playthrough, maybe because I was being a numpty. So it'll either be useful to you ingame or useful to you as comedy
In the skill section, there's a new tab for extended skills. There are two pages of those skills. I didn't notice the second page until past day 100.
In the version I'm playing (I don't know if there have been updates since) there are some flaws in the English translation. In a few cases, the same thing is translated differently in different places. For example, one of the workbenches is called "schematic table" in some places in the game and "learntable" in others. That makes some things hard to find when searching for them to craft them. Steel repair kit (needed to repair steel weapons and tools) is labelled as "steel repkit" in the crafting menus. Some magazine names aren't translated in the magazines themselves, although they are in descriptions. So, for example, if you look in the schematic table workstation (where you can craft books and magazines as well as schematics) for the tree farming magazines you won't find them because the magazine name is in German, not English. I only found the computer specialist section at all because I was looking through my crafting perks section to see how many more magazines I needed to make something and noticed the computer specialist section. In German.
None of the translation issues are major, but they do introduce a few minor additional obstacles. Particularly when looking to craft the numerous tools for the numerous workstations.
I'd advise playing on the map that comes with the mod. That way you get all the new POIs and the modified versions of existing POIs. You also get the old world generation, not the new rigidly placed biomes and town sizes and traders.
A few tips for the game that I'll put in spoilers in case you want to play it as completely unknown.
1) Playing on a lower difficulty setting than you use in vanilla might well be a good idea. I've been encountering radiated mobs with increased armour and 6000 hp and maybe as much as 50 hp/sec regen. Even on day 1, gamestage 1 there are significantly harder versions of the usual zombies. And it's random, so you can't tell just from looking at them (unless you're close enough to see the zombie's name and hitpoint bar).
2) One of the loading screen tips suggests concentrating on scavenging skills. It's good advice. Scavenging skills and scavenging in general. You'll need a lot of pretty much everything. Everything requires more resources to craft than in vanilla and you'll need to do a lot more crafting. By midgame, you'll be using materials in bulk. Random example...crafting just the schematic to unlock crafting biogas requires 20,000 gas and a slew of other things. Just for the schematic to unlock biogas. Not to craft the biogas itself. That requires more resources, like sunflower oil. Which requires sunflowers and the oil press tool for the farming table and some other stuff.
3) Rubber waste is far more valuable than it initially seems to be. You can craft it into rubber at a chemistry station (definitely tier 2 chemistry station, maybe tier 1). You can craft rubber and brass wire into cables. Brass wire can be made in a forge (definitely tier 2, maybe tier 1) but rubber can only be crafted from rubber waste. Cables are used in large quantities in a lot of things. I've used thousands of cables, literally thousands.
4) If you're intending to use the greenhouse, lean heavily into collecting rotten flesh. The greenhouse produces a lot of crops, but it requires seeds and fertiliser on every harvest. Seeds require fertiliser to make. You'll need a lot of fertiliser. Fertiliser is made in the farming station with the composting tool added. It's made from biomass and clay. Biomass is made in the same workstation from, well, biomass. You can use some crops, but if you do that then you'll be running at a net loss because the crops needed to make seeds and the fertiliser for a harvest in the greenhouse will be much less than the crops you get from the harvest. It's only viable if you use rotting flesh to make the biomass to make the fertiliser. I made a greenhouse and all the tools for it, but I find normal farming easier. It's like how farming used to be - when you harvest, the plant automatically reverts to a planted seed.
If you have any questions, feel free to ask me. I might have an answer. I must have learned something from playing this mod for >200 game days :)