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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

<span style="color: #e74c3c;">This mod is now abandoned. Sorry!</span>

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 Google Drive.

For more information, please view the post on Discord.

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Survival Expanded

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.

This mod is a significantly large project, and is currently in a testing stage where user feedback is invaluable.

Major Changes

The mod currently makes the following major changes to the game, with many more planned:

  • Detailed knapping system
  • Time-based entity effects
  • Nutrition discovery
  • Long-term nutrition management
  • Overhauled tiredness system
  • Significant tool-tier system changes
  • Longer progression
  • Miscellaneous gameplay balance
  • Knowledge System
  • Achievements (have now been made seperate! Check out my Achievements mod!)

Before Playing

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:

  • The tool tier system has been replaced with power percentages. There are now more than just 5 tiers in the game.
  • Flint is now commonly found as an ore in cliff-faces and surface caves, as well as loose on beaches and shallow water.
    • Flint is now a significant resource that will dictate your early-game success.
    • Flint ore will spawn most commonly at sea-level, and is unlikely to spawn at higher or lower Y levels.
  • Knapping can only be done using flint, and make sure you have plenty.
  • Knap a medium/large carcass to make bone tools.
  • Maintain high nutrition levels to increase player stats.
  • Knowledge points, which are gained over time, are used to unlock new progression stages.

It is highly recommended that you start a new world when adding this mod.

Specific Changes

The following spoiler sections expand upon all details listed in major changes.

Detailed Knapping
  • Hammerstones have been added to make knapping more efficient.
    • These are made using flint knapping.
  • Knapping can only be done using flint and hammerstones.
    • Rocks are still knappable, however voxels can only be removed using flint.
    • Rocks can be knappable through the modconfig.
  • Knapping now takes longer.
  • Held flint have a chance of shattering after each hit during knapping.
    • This chance is configurable in the mod config.
  • Loose stones can no longer be replaced by flint.
    • Flint ore now spawns much more commonly.
    • Flint can sometimes spawn on beaches and in shallow water.
  • Medium and large carcasses can be knapped using flint to make bone tool heads.
Time-based entity effects
  • All 'alive' entities have the entity effects behavior added.
  • Added poison effect.
    • Poison damages the entity over time.
    • Entities are poisoned by eating poisonous items, or being hit by poisoned projectiles.
    • 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.
    • Players are notified when they are poisoned.
  • Added 'broken leg' effect.
    • A broken leg can occur after an entity takes falling damage.
      • The chance is based on how much falling damage the entity receives.
        • This chance is configurable in the mod config.
    • A broken leg significantly lowers movement speed.
      • This speed change is configurable in the mod config.
    • A broken leg heals after a set time.
    • A broken leg has a chance to occur based on how much falling damage the player takes.
Nutrition Discovery
  • All nutrition values are originally hidden to the player.
    • Nutrition values for meals are not hidden.
  • Nutrition values are revealed once the item has been eaten.
  • All mushrooms, berries, and berry bushes have unknown names until they (or the respective fruit) is eaten.
    • This should work for modded items that use these types too.
      • (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)
  • New berries have been added.
  • Poisonous berries can be used to poison arrows.
  • A knowledge perk can be unlocked to show all nutrition.
Long-Term Nutrition Management
  • Players have a set of 5 new stats in the game that each tie in with a nutrition category.
Read the full description on Vintage Story ModDB →

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