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NxLabs / Vintage Story

Nat's Survival Expanded (A survival and progression overhaul)

NBy Nateonus

Aiming to improve the long-term survival and progression mechanics of Vintage Story!

Nat's Survival Expanded (A survival and progression overhaul)

Description

<h1><span style="color: #e74c3c;">This mod is now abandoned. Sorry!</span></h1> <p>However YOU! can continue development of this mod. All the assets and projects are released under a CC0 and fully free-to-use licence, which can be downloaded on <a href="https://drive.google.com/file/d/1MyNbJ1mkCJ6hRfbmCpG5ehf2RXTh4hhp/view?usp=sharing" target="_blank" rel="noopener">Google Drive</a>.</p> <p>For more information, please view the post on Discord.</p> <p>--------------------------------------------------------------------------</p> <h1>Survival Expanded</h1> <p>Survival Expanded aims to improve and expand on the existing mechanics within Vintage Story, with an emphasis on making survival into a long-term mechanic throughout the game.</p> <p>This mod is a significantly large project, and is currently in a testing stage where user feedback is invaluable.</p> <h2>Major Changes</h2> <p>The mod currently makes the following major changes to the game, with many more planned:</p> <ul> <li>Detailed knapping system</li> <li>Time-based entity effects</li> <li>Nutrition discovery</li> <li>Long-term nutrition management</li> <li>Overhauled tiredness system</li> <li>Significant tool-tier system changes</li> <li>Longer progression</li> <li>Miscellaneous gameplay balance</li> <li>Knowledge System</li> <li>Achievements (have now been made seperate! Check out <a href="https://mods.vintagestory.at/show/mod/9615" target="_blank" rel="noopener">my Achievements mod!)</a></li> </ul> <h2>Before Playing</h2> <p>It is recommended that you play this mod knowing a minimal amount of information about the systems it changes, and learn, adapt to, and discover the survival mechanics in your own ways. However, there are a few significant pieces of information that you will need to know:</p> <ul> <li>The tool tier system has been replaced with power percentages. There are now more than just 5 tiers in the game.</li> <li>Flint is now commonly found as an ore in cliff-faces and surface caves, as well as loose on beaches and shallow water. <ul> <li>Flint is now a significant resource that will dictate your early-game success.</li> <li>Flint ore will spawn most commonly at sea-level, and is unlikely to spawn at higher or lower Y levels.</li> </ul> </li> <li>Knapping can only be done using flint, and make sure you have plenty.</li> <li>Knap a medium/large carcass to make bone tools.</li> <li>Maintain high nutrition levels to increase player stats.</li> <li>Knowledge points, which are gained over time, are used to unlock new progression stages.</li> </ul> <p>It is <strong>highly recommended </strong>that you start a new world when adding this mod.</p> <h2>Specific Changes</h2> <p>The following spoiler sections expand upon all details listed in major changes.</p> <div class="spoiler"> <div class="spoiler-toggle">Detailed Knapping</div> <div class="spoiler-text"> <ul> <li>Hammerstones have been added to make knapping more efficient. <ul> <li>These are made using flint knapping.</li> </ul> </li> <li>Knapping can only be done using flint and hammerstones.<br /> <ul> <li>Rocks are still knappable, however voxels can only be removed using flint.</li> <li>Rocks can be knappable through the modconfig.</li> </ul> </li> <li>Knapping now takes longer.</li> <li>Held flint have a chance of shattering after each hit during knapping. <ul> <li>This chance is configurable in the mod config.</li> </ul> </li> <li>Loose stones can no longer be replaced by flint. <ul> <li>Flint ore now spawns much more commonly.</li> <li>Flint can sometimes spawn on beaches and in shallow water.</li> </ul> </li> <li>Medium and large carcasses can be knapped using flint to make bone tool heads.</li> </ul> </div> </div> <div class="spoiler"> <div class="spoiler-toggle">Time-based entity effects</div> <div class="spoiler-text"> <ul> <li>All 'alive' entities have the entity effects behavior added.</li> <li>Added poison effect. <ul> <li>Poison damages the entity over time.</li> <li>Entities are poisoned by eating poisonous items, or being hit by poisoned projectiles.</li> <li>If an entity receives two poison effects, they will be stacked into one based on the total amount of damage each poison inflicts and how long they have remaining.</li> <li>Players are notified when they are poisoned.</li> </ul> </li> <li>Added 'broken leg' effect. <ul> <li>A broken leg can occur after an entity takes falling damage. <ul> <li>The chance is based on how much falling damage the entity receives. <ul> <li>This chance is configurable in the mod config.</li> </ul> </li> </ul> </li> <li>A broken leg significantly lowers movement speed. <ul> <li>This speed change is configurable in the mod config.</li> </ul> </li> <li>A broken leg heals after a set time.</li> <li>A broken leg has a chance to occur based on how much falling damage the player takes.</li> </ul> </li> </ul> </div> </div> <div class="spoiler"> <div class="spoiler-toggle">Nutrition Discovery</div> <div class="spoiler-text"> <ul> <li>All nutrition values are originally hidden to the player. <ul> <li>Nutrition values for meals are not hidden.</li> </ul> </li> <li>Nutrition values are revealed once the item has been eaten.</li> <li>All mushrooms, berries, and berry bushes have unknown names until they (or the respective fruit) is eaten. <ul> <li>This should work for modded items that use these types too. <ul> <li>(Specifically, all berry bushes using the BlockBerryBush class, all berries with a code of "fruit-*" that drop from a berry bush, and all mushrooms with a class of BlockMushroom)</li> </ul> </li> </ul> </li> <li>New berries have been added.</li> <li>Poisonous berries can be used to poison arrows.</li> <li>A knowledge perk can be unlocked to show all nutrition.</li> </ul> </div> </div> <div class="spoiler"> <div class="spoiler-toggle">Long-Term Nutrition Management</div> <div class="spoiler-text"> <ul> <li>Players have a set of 5 new stats in the game that each tie in with a nutrition category.</li> <li>To increase a stat, th

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