7 Days to Die - Romero Mod - Day 5 - A workbench? (Permadeath)
Welcome to Day 5 of Season 1.5 of the Romero Mod Series.
We aren't even a week in and we already have a few plans, for starters I was busy over night and the idea is to turn the house into a death trap... a house of horrors for the horrors coming to eat us!
Or so the plan goes...
To make this happen we are going to need several things, some transport would be nice and so would a workbench... so the search is on!
Channel: https://www.youtube.com/channel/UCZb3pP0csh6zrSTgK7T_IgQ
Romero Mod Features:
- Zombies only take full damage from headshots.
- Bloodmoons disabled.
- Included Jax's Wilderness Spawn increase modlet (5x more zombies)
- Added a difficulty tweaks mod to remove damage reduction from higher difficulties.
- Removed zombie rage mode.
- Added 10 slot toolbelt.
- Added backpack stash buttons.
- Added craftable log spikes.
- Added ability to pick up plants with E.
- Removed cop ability to puke.
- Removed radiated vulture ability to puke.
- Wandering hordes start from Day 2 at midnight.
- Wandering horde frequency and zombie amount can now be configured by XML (1-RomeroModCore\Config\blocks.xml at the top)
- Wandering horde configured to 30 zombies every 6 hours.
- Added guppys PUSHABLE shopping cart (works like a bicycle for stam usage).
- Added scrap iron arrows and arrow heads.
- Added scrap club, scrap knuckles, scrap machete and scrap spear.
- Added Pipe Pistol and Pipe Rifle.
- Edited loot to remove stone arrows, leather knuckles, stone spear and wooden clubs from loot (replaced with scrap).
- Edited loot to remove stone tools and replaced with scrap tools.
- Moved iron tools, baseball bat, iron knuckles, iron spear and hunting knife from Level 1 of appropriate perk to Level 3 (localization updated to reflect this).
- Scrap tools/weapons now locked behind schematics or level 1 of appropriate perk. (scrap arrows are NOT locked).
- Increaed amount of XP required to level due to more zombies.
- Increased dismemberment chance of explosives.
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