

Nat's Survival Expanded (A survival and progression overhaul)
Aiming to improve the long-term survival and progression mechanics of Vintage Story!

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.
- 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.
- 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.
- The chance is based on how much falling damage the entity receives.
- 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.
- A broken leg can occur after an entity takes falling damage.
- 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)
- This should work for modded items that use these types too.
- New berries have been added.
- Poisonous berries can be used to poison arrows.
- A knowledge perk can be unlocked to show all nutrition.
- Players have a set of 5 new stats in the game that each tie in with a nutrition category.
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