Earlygame Progression Mod

mod

#1

"A mod that attempts to improve the early game by adding more of a progression to crafting at the start of game."

This is my first time making a mod, so if I goofed up or done something unoptimal, please let me know.

Playtesting and feedbacks welcome.

Download: https://nofile.io/f/S59VvN3Cqat/Earlygame+Progression+Modv1_8.zip

Dependency: More Survival Tools.

It comes with the base game. Using this mod will automatically include it.

Changelog

v1_8

-Added items and recipes:

-Bog Iron Ore. Recipe requires Sur 4 and “nearby prospected swamp pool” created with the construction menu

-Recipes to smelt the above

-Scrap metal from lumps&chunks of steel at reduced efficiency.

-Added “Boulder Anvil” furniture. (not to be confused with Boulder Anvil the base-game’s psuedo-item)

-Added a new option for constructing Rock Forge that uses Fab 4, Sur 4 instead of Fab 5

-Changed recipes:

-Walking Cane Sur 4 <- 2; time 30min. <- 1min.

-Long Staff fab 1 <- fab 2

-Spike crafted with 1 chunk of steel

-Improvised Lockpick craftable with 2 nails

-Straw Sandals, Basket, Hat, Fedora craftable with withered plants

-Large Sealed Stomach & Sealed Stomach now wearable. Renamed to Sealed Stomach & Small Sealed Stomach respectively to match the waterskins. Added cordage to the recipes to reflect this.

-(Makeshift) Short Rope now wearable.

-Renamed Stone Pick (again) to Stone Sledgehammer.

v1_7

-Walking Cane now craftable from hickory roots with fab. 2 and sur. 2.

-Buffed Walking Cane.

-Separated weapons stats changes into another file.

-Tweaked early weapons stats:

-Nerfed Makeshift Crowbar slightly

-Buffed Pointy Stick, Two-by-sword, Cudgel

-Changed Nail Board to be “upgraded heavy stick”

-Increased the crafting time of some items.

-Flagged some spears as “DURABLE_MELEE”, and changed some stats.

-Sockmitts to no-longer uses Survival. (Whoops)

-Renamed 2-by-foo to two-by-foo.

-Changed some flavor texts.

v1_61

-I forgot to change raw wild veggies…

v1_6

-Improvised Disinfectant & Bandages now casue pain on use. (15, 40 respectively.)

-Wild Vegetables no longer more filling than domesticated potatoes.

-Makeshift Crossbow requires Mechanics 2 instead of Archery to craft.

-Slightly tweaked the stats of some spears.

-Changed some flavor text.

v1_5

-Changed some Survival recipes I missed. (see v1_4)

-Lamp oil now craftable from pine resin. Now requires foodcooking 2 (down from 3).

-Removed the ability to craft Molotov directly from Pine Resin (use lamp oil instead).

v1_4

-No longer lists makeshift mod as a dependency. It has a lot less stuff in it than I remembered.

-Made Survival be the skill in crafting recipes used for processing low level materials either for other skills to use or directly into end product.

-Made Survival at game start require going outside of the shelter to level instead of doing the makeshift sling craft disassemble craft disassemble.

-Changed a bunch of recipes adhering of above:

-These now use Survival as their main skill:(cotton boll, wool staple, 2*4, sharp rock, starch,)

-These now don’t use Survival as their main skill:(bindle,makeshift knapsack,swag bag,bag gloves&socks,wood ash,makeshift hammer,normal firedrill,arm&leg paper guard,makeshift sling, digging stick, tinder, throwing sticks,makeshift pot&copper pot)

-Adjusted the recipe of Stone Axe, Mortar&Pestle and Quern.

-Changed modinto description slightly.

-Changed the volume of spears to be more similar to staves, upped damage to compensate.

v1_3

-Added Copper Trident.

-Added Coppershod Quarter Staff.

-Molotov can now be made from pine resin.

-Renamed Stone Mace to Stone Pick. Changed its crafting requirement to fabrication 4, survival 4.

-Quern now grinds in a batch of 4, with crafting time adjusted to compensate, though it’s overall significantly faster than before. Use mortar & pestle for crafting in smaller batches.

-Survival is now the skill used in crafting recipes for grinding, and adjusted their difficulties. (0 skill for using food processor or quern, 2 for using mortar & pestle, +1 skill req. for quern and mortal&pestle for grinding “hard” stuff like bones.)

-Made mortar&pestle able to grind biosilicified chitin and chili pepper.

-Made food processor not be twice as efficient at making chili powder / made the quern not eat half of the chili grinding them.

-Adjusted some flavor texts.

v1_2

-Added “Stone Mace”, the innawoods homewrecker equivalent. Takes fab 5 to build. This is to make collecting rocks less miserable.

-Cleaned up stuff.

-Longbow now uses a log in its recipe.

v1_1

-Actually make stone pot not require cooking 1

-Fixed improvised disinfectant recipe to allow crafting with lyepowder/salt/sugar

Features:

  • Add Early Game Medicine: Don’t try these at home.

-“Improvised disinfectant” - Concentrated salt/sugar or diluted lye water. Low chance to clear bite, but deals damage and cause pain on use.

-“Pine Resin” [Survival 3] Crafted from 10 pine boughs. Medium chance of clearing bites and high chance of stopping bleed. Can also make lamp oil from it.

-Superglue can now be used to stop bleeding.

The new disinfectants are designed to be a pain, sometimes literally, to make/use so they don’t replace the real disinfectants. The improvised disinfectant could add up to some pretty high damage before it clears the bite, and pine boughs are difficult to gather great quantities of from a set area.

Regardless, meleeing zombies before finding a disinfectant now no longer invites RNG deaths, so…

  • Move Polearms Up On The Progression Ladder:

-Polearms with reach now require a new “long staff” item only craftable from logs to use as the shaft. Random 2*4s from smashed furniture are not sturdy enough. (This doesn’t apply to javelins.)

-Low grade spears now require bone glue or superglue to fasten the head onto the shaft.

-Low grade polearms and javelins can be disassembled to get their shafts back. For simplicity sake their wooden version acts as the “shaft”.

So spears now require getting to a stone axe or handaxe, and a stone pot or finding superglue to upgrade them.
Stone Axe requires fab. 3, sur. 1 ; Handaxe requires sur. 3.

-Quarterstaff & Long Bow also got moved to this step.

-Add “Copper Trident” & “Coppershod Quarter Staff”

for upgrades after you raided some houses.

  • Survival Skill Redefined:

-Survival will be the skill used in crafting recipes for processing low level materials either for other skills to use or directly into end products.

Examples: converting heavy sticks into 2*4s, processing wool staples, cotton bolls, grinding grains… etc.

-Adjust several low level recipes (that don’t really have anything to do with the skill anyways…), so actually going out of the shelter is required to level it at start of game.

  • Misc:

-Nerfed throwing sticks from 14 to 8 bash.

Amazingly, after almost halving its damage it somehow remains useful, a testament to how OP it is.

-A “Four pronged stick” with high accuracy and low damage for hunting small animals without obliterating their bodies.

-A “Stone Pick”[Fab 4, Sur 4] with very high bash damage for smashing but lousy for fighting due to low speed and accuracy.

-Pots, Mortar&Pestle as well as Quern no longer require cooking to make.

-Querns grind in batches of 4. Use mortar&pestle to craft in smaller batches.


#2

should probably nerf wild veggies too, i can survive pretty much on those alone and they don’t take very long to get (at survival 2 within 30 bushes i have 15+). Vegetables don’t provide a lot of calories but they make up for it with their nutrients, however nuts, mushrooms, and things like potatoes actually have a decent amount of calories, however the majority of wild edibles have an evil twin that are toxic with very discreet visual identifiers so eating them are kind of a gamble.

EDIT adding picture to prove how OP the wild veggies were,

After searching less then 100 shrubs with level 2 Survival:


#3
v1_6

-Improvised Disinfectant & Bandages now casue pain on use. (15, 40 respectively.)

-Wild Vegetables no longer more filling than domesticated potatoes.

-Makeshift Crossbow requires Mechanics 2 instead of Archery to craft.

-Slightly tweaked the stats of some spears.

-Changed some flavor text.


Using the improvised disinfectant options will now take you out of commission for a while. The (usually) minor damage they caused wasn’t big enough of a balancing factor. Plus, it makes sense considering what they are made of.

It’s implemented by adding a extremely short-lived effect that cause pain on application, hopefully it doesn’t break somehow.

Did the most rudimentary nerf on wild veggies for now.

v1_7

-Walking Cane now craftable from hickory roots with fab. 2 and sur. 2.

-Buffed Walking Cane.

"volume": 5,
"weight": 1250,
"description": "Handicapped or not, you always walk in style. Made of solid hickory, this makes a great bashing weapon in a pinch.",
"material": [ "wood" ],
"flags": [ "DURABLE_MELEE" ],
"techniques": [ "WBLOCK_1", "RAPID", "PRECISE" ],
"bashing": 12

A upgrade option for the weapon style users (minus Niten). An attempt to make Fencing more interesting to take.

-Separated weapons stats changes into another file.

-Tweaked early weapons stats:

-Nerfed Makeshift Crowbar slightly

-Buffed Pointy Stick, Two-by-sword, Cudgel

Decided to do something with the makeshift crowbar hegemony at the start of game.
Now there are a choice to take better weapons at the cost of storage volume.

-Changed Nail Board to be “upgraded heavy stick”

"weight": 1724,
"volume": 7,
"bashing": 16,
"cutting": 4,
"to_hit": -2

A hopefully valid low-accuracy weapon. Should be interesting?

-Increased the crafting time of some items.

-Flagged some spears as “DURABLE_MELEE”, and changed some stats.

-Sockmitts to no-longer uses Survival. (Whoops)

-Renamed 2-by-foo to two-by-foo.

-Changed some flavor texts.

v1_8

-Added items and recipes:

-Bog Iron Ore. Recipe requires Sur 4 and “nearby prospected swamp pool” created with the construction menu

-Recipes to smelt the above

-Scrap metal from lumps&chunks of steel at reduced efficiency.

-Added “Boulder Anvil” furniture. (not to be confused with Boulder Anvil the base-game’s psuedo-item)

-Added a new option for constructing Rock Forge that uses Fab 4, Sur 4 instead of Fab 5

-Changed recipes:

-Walking Cane Sur 4 <- 2; time 30min. <- 1min.

-Long Staff fab 1 <- fab 2

-Spike crafted with 1 chunk of steel

-Improvised Lockpick craftable with 2 nails

-Straw Sandals, Basket, Hat, Fedora craftable with withered plants

-Large Sealed Stomach & Sealed Stomach now wearable. Renamed to Sealed Stomach & Small Sealed Stomach respectively to match the waterskins. Added cordage to the recipes to reflect this.

-(Makeshift) Short Rope now wearable.

-Renamed Stone Pick (again) to Stone Sledgehammer.

A set of changes aimed for the hardcore innawoods runs.

Now they have access to iron without having walk until they find a random map extra. It’s still a great boon to find the them, as making iron the hard way is a PITA, just no longer required to do so.

Had to jump through some hoops to add bog iron ore, I almost made it to simply use obscene amount of salt water for component and called it a day.

The amount of metal required for the normal anvil is pretty unreasonable without access to civilization, so a bad immovable anvil that takes significatlly less metal was added.
It’s still a substancial amount, and will hopefully feels like an achievment building it.

To build rock forge the vanilla way in a wilderness run, meta-game knowledge of training archery to craft heavy firehardened wooden arrow is required to reach Fab 5, so an alternative was added.


#4

It’s gone!:cry:
Please reupload!