Here are some 7 Days to Die hints, tips and tricks by Centinal. Thanks to Clifford for the updates to this page.
Tip #1: Lighting
Lighting no longer has any effect on zombies (or at least they still run at night if you shine a flashlight at them or place a torch I not sure about power or toughness but it probably doesn't work on that either.
Tip #2: Layers of security:
The zombies of 7D2D, are relentless foes, doing whatever they can to get inside of your base and kill you. This includes, destroying anything obstructing their path, and finding the path of least resistance. When, and if zombies do reach it to your base, they will eventually overtime compromise the structural integrity of your base. 7D2D has a feature, where you cannot build unrealistic structures, and your base must be structurally sound, or your building will collapse.
One way to counteract zombies destroying your bases is added layers of security. one good example would be a wall surrounding your base. I recommend 4 blocks high. The purpose of this wall is to give the zombies something else to whack at before they get to your base. if built strong enough, the zombies will spend the whole night attacking this wall. But the point is, you don't care about the structural integrity of the wall, that's it's purpose. it keeps the zombies occupied, without them having the chance to compromise the integrity of your actual base.
Tip #3: Defense mechanisms:7D2D have, and still are implementing ways to defend your base. This includes, barbed wire, spike traps, and explosives(So far) Remember that wall? I recommend you put a layer of spike traps, on the inside, and outside of the wall. As for explosives, I do not recommend their use. Although they do a good job at killing zombies, they also produce huge holes in the ground, which can quickly become a danger. Bandits can hide in these holes, and remain relatively close to your base without knowing, You may fall in them, and zombies may also collect in them. It's also unsightly having random holes everywhere.
![Military Armor 7 Days To Die Military Armor 7 Days To Die](/uploads/1/2/3/7/123738208/491071008.jpg)
In almost every video about 7D2D you will often see the players running out of space in their inventory rather quickly, this is the purpose of plenteous storage units. You must make sure to have enough room to store all of your items, and keep them organized for ease. I recommend making a vault, out of the strongest material you can find, and hide it as best as possible, you will be keeping all of your items in here after all!
Tip #5: A safe bedroll, is a happy bedroll:
7D2D implemented a feature, letting you chose your spawn point, based off of where you have put down bedrolls(Beds, sleeping bags) Very much similar to Minecraft's spawning properties with beds. That being said you will want to keep this in a very secure place. Ideally where no one can find it, and spawn kill you, or destroy your spawn. I recommend hiding it in a wall, with adequate spawn to spawn in, and have a doorway filled up with materials matching the surrounding wall. This way if you do get attacked, you wont be able to be spawn killed too easily.
Tip #6: Random tips:
- Goldenrod Tea is twice as effective as water (water does +20 hydration + stamina but the tea does +40 hydration + stamina. To make the tea you need to boil goldenrod (the yellow flower that grows randomly in grassy areas) over a campfire using a cooking pot.
- Potatoes are the best food item in the game because they can be farmed, they grow 5-6 per plant, they do not need to be cooked, they don't decrease hydration, they give 1 health, and 6 fullness. So make a little potato farm and you will never have to worry about food again.
- Zombies will dig randomly so if you made an underground base sooner or later they will get in.
- Noise will not only attract the zombies around you but it will also cause hordes to spawn nearby and they will come after you.
- Not all food items will decrease hydration (some actually increase it)
- Almost every metal item you can break, will drop a specified amount of scrap metal
- Flashlights can slow down zombies
- Despite their look, and design, the bridges in 7D2D are not that strong, and is not recommended to base -on
- You can pick up explosive barrels
- You CAN craft shotgun shells
- Spike traps lose durability, after every zombie killed
- You no longer need to keep ammo in the hot-bar to use a gun (it can be put in inventory) but you will have to reload a newly built gun/bow (r button reloads by default)
- By default, on death you only lose items on your hot-bar, move all important items into your inventory!
- You can blow up, and destroy cars by shooting at them
- Falling objects will do damage to players, and zombies
- Still proven, the shotgun can be your most valuable item, used for mining, and collecting materials, also -does high damage
- All head shots = death, unless it's a fat zombie
- When pressing the Take All button, in loot piles, it will not automatically any items retrieved, to the one on your tool belt(Hot-bar)
- Your stamina can go higher then your hydration but only if you use something that adds to stamina (like coffee)
- As stamina goes down, you do less damage to blocks
- When mining, make sure to support your mines, if not they may collapse
- If you are trying to remove curtains from windows, the item below them, must be removed
- When trying to collect safes, you must destroy blocks around it, not the safe itself
- Ladders have a high durability, from zombie damage
- You can hurt yourself on your own traps, be careful!
- Loot at day, mine at night
- All signs (Stop signs, speed limit signs) Can be collected by destroying the block below it
- You cannot outrun zombies at night!
- Beware of cacti, they damage you
- Any blocks, or metal found on the ground, can be destroyed for scraps
- This game is in alpha stage, report any bugs at www.7daystodie.com
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- Other user's assetsAll the assets in this file belong to the author, or are from free-to-use modder's resources
- Upload permissionYou are not allowed to upload this file to other sites under any circumstances
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- Asset use permission in mods/files that are being soldYou are not allowed to use assets from this file in any mods/files that are being sold, for money, on Steam Workshop or other platforms
- Asset use permission in mods/files that earn donation pointsYou are not allowed to earn Donation Points for your mods if they use my assets
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Version Alpha 17.3 B18
- Bug Fix: This code corrects a bug in the game that prevented the Physician Perk health increase from working properly
Version 2.0
- Added new Zombie Steroid Dart Trap
- Added new Zombie Anti-Virus Dart Trap
- Added new Frankenstein Serum-1 Dart Trap
- Added new Zombie Health Detector
- AI Adjustments to zombies/animals that cause them to attack Frankensteins
- Hack: Changed all Frankensteins to EntityAnimalStag in order keep them from de-spawning when out of range
- Hack: Removed all attacks against EntityAnimalRabbit class by animals to prevent chasing rabbits and chickens
- Hack to add buffs to dart trap darts (it ain't pretty but it works)
- Hack to program around the bug that target='other' is undefined when first entering the game and thereafter contains the 'last damaged' entity rather than the expected 'currently being targeted' entity
- Added acid burn buff to Cop acid shots (zombies unaffected by zombie cops, players unaffected by franken cops)
- Added Group 1, 2, and 3 Frankensteins to Entity Classes
- Frankenstein Relocator: Added Distraction ability to small stones so you can move the Frankenstein where you want him to be
- Added new Frankenstein items
- First Aid Kit Modification: Adds ability to apply healing buff to zombies and blocks applying player only modifications to zombies (which shouldn't be possible but is in the unmodified game
- Added Frankenstein recovery code
- Added Frankenstein quest items
- Added Frankenstein Journal Entry Items
- Removed Steel Arrow/Bolt from ammo group (because they are already in and belong to the ammoSteel group)
- Removed Shotgun Shells from the ammoSteel group (because they don't belong there and are already in the ammo group)
- Added ammoDartSteel to ammoSteel group to make it possible to build the dart traps before the level lock for steel items
- Added new books
- Removed medicalBandage from medicine group (because it's a lame drop)
- Removed First Aid Kit, steroids, Recog, and Fort Bites from rareMedicine (because I want you to make them yourself and to improve the odds of getting the all important Frankenstein items)
- Added Zombie Anti-Virus and Frankenstein Serum-1 and 2 to rareMedicine
- Added Frankenstein items to loot tables
- Added Frankenstein Journal entries to loot tables
- Added new Frankenstein Faction and new animalsHostile Faction (Note: It appears that the faction system has not yet been implemented or is broken. I just went ahead and added the code here to attempt to future proof the mod should the developers get around to fixing/implementing it)
- Added Frankenstein Quests
- Added Frankenstein Journal Entry Quests
- Added New Recipies for Frankenstein Items
- Vending Machine Changes: Added new medical group to standard vending machines to make it easier to obtain Vitamins and Painkillers. The vitamins are used in Frankenstein recipes and the painkillers are just along for the ride since it seems like a logical addition
Version 1.41
Version 1.4
- Added Bucket of Acid and Empty Bucket of Acid (with recipies) used to create pool of acid trap.
- Added Sulfur to Oil Shale ore deposits and surface rocks (to be used in acid recipie and gun powder recipie).
- Added acid debuff removal to all drink items that can be used to wash the acid off.
- Added acid debuff removal to water blocks so you can jump into water to wash the acid off.
- Updated Snowberry Juice and Yucca Juice to cancel each other out.
- Updated Snowberry Juice and Yucca Juice to NOT override Yucca Juice Smoothie.
- Updated Yucca Juice Smoothie to cancel out Snowberry Juice and Yucca Juice.
- Added new recipie to upgrade Lead Car Battery to item level 6 to Yea! Science Level 5.
- Added new recipie to create Bottle of Acid to Yea! Science Level 4.
- Added recipies to convert Bucket of Acid to 5 Bottles of Acid and vice versa.
- Corrected program error Snow Berry Juice hydration. Reduced it to 34 instead of 43 to match Yucca Juice.
- Gunpowder now requires Sulfur.
Version 1.3
- Added Self Burying Candy Tin Land Mine
- Added Self Burying Hubcap Land Mine
- Added Self Burying Airfilter Land Mine
- Cook Pot mine can now be picked up (no longer picks up as just an ordinary cook pot)
Version 1.2
- Added Exploding Trap Door 1. This is a shaped charged single shot trap door that utilizes a pipe bomb.
- Added Exploding Trap Door 2. This is the same as one except that it utilizes dynamite.
Version 1.1
- Removed Wood Floor Joist model for triggered trap doors and replaced with invisible model that allows entities to fall through but still allows melee damage to destroy it. This prevents walking on the very edges to avoid falling.
- New Sticky Trap Door that can catch fast movers (including players unless they jump early enough).
Version 1.01
- Corrected minor bug with Trap Door Hatch that caused it to be upgradable to Scrap Hatch 1. It is now correctly looped to itself to prevent accidental upgrading.
Posted by7 months ago
Archived
This is for A17.
Methodology: I spawned zombies in on nomad on day 1 and let them bite/scratch/hit/puke on and otherwise make me have a bad day, recording before and after hp values. Baseline is with lowest level ammo with no skills. Mid-Skill is considered to be level 20 with 2/5 invested in light/heavy armor skills. High Skill is considered to be level 60 with 4/5 invested in light/heavy armor skills. So you can go a little further than my high mark here, but that takes level 100 vs the level 60 required I tested for.
Zombie Base Damage Values: There were 2 damage values I saw zombies use: 10 damage and 20 damage. Bigger enemies and wights used 20 dmg, smaller enemies used 10. A Cop's spit dealt 10.
Armor Mobility Values: All light armor had 79% mobility, all heavy armor had 70% mobility. There is no sense in using lower tier light/heavy armor, higher tier slows you just as much. IMO this is wrong and they should give the less protective armors more mobility to provide for more player choice in what armor/mobility ratio they like.
EDIT: Section added!
Armor Stamina Values: Wearing armor makes it cost more to sprint. It does not appear to affect stamina regeneration or melee stamina usage. All Heavy Armor makes sprinting take an extra 4.5 stamina per second, all Light Armor makes sprinting take an extra 2.85 stamina per second.
Cloth Armor: T1 light armor, enough protection to make a difference but leather is twice as protective.
- Effect Resistance: 10%
- Baseline Cloth: 20% damage reduction
- Mid-Skill Cloth: 25% damage reduction
- High-Skill Cloth: 30% damage reduction
Leather Armor: T2 light armor, you definitely notice yourself taking alot less damage. Almost as good as military armor.
- Effect Resistance: 20%
- Baseline Leather: 40% damage reduction
- Mid-Skill Leather: 50% damage reduction
- High-Skill Leather: 60% damage reduction
Military Armor:
- Effect Resistance: 30%
- Baseline Military: 50% damage reduction
- Mid-Skill Military: 60% damage reduction
- High-Skill Military: 70% damage reduction
Scrap Iron Armor: T1 heavy armor, enough protection to make a difference but iron is noticeably more protective. This one is the only one that defied expectations from the armor rating given, it SHOULD be 35% and 40% or close with mid/high, but instead I got the listed values. I even saw my hp go to a lower number and then raise without any healing present including no natural healing during testing. Wierd.
- Effect Resistance: 15%
- Baseline Scrap: 30% damage reduction
- Mid-Skill Scrap: 40% damage reduction
- High-Skill Scrap: 50% damage reduction
Iron Armor: T2 heavy armor, you definitely notice yourself taking alot less damage. Almost as good as steel armor.
- Extra stamina used to sprint: 4.5 stamina per second.
- Effect Resistance: 30%
- Baseline Iron: 50% damage reduction
- Mid-Skill Iron: 60% damage reduction
- High-Skill Iron: 70% damage reduction
Steel Armor: T3 heavy armor and the highest protection you can get in the game. You take very little damage.
- Extra stamina used to sprint: 4.5 stamina per second.
- Effect Resistance: 45%
- Baseline Steel: 60% damage reduction
- Windows live mail won t open. Mid-Skill Steel: 70% damage reduction
- High-Skill Steel: 85% damage reduction
Important Observations:
- 1 armor rating = 1% damage reduction.
- The skill 'Pain Tolerance' does not reduce your damage taken. I'm guessing it reduces the amount of max hp you lose from damage, along with the stun resistance it gives you.
- There are mods that add armor rating or durability, they are flat values and straight forwards. You can add up to 15% mobility and 15% damage reduction with the highest tier of each in your armors.
- The difference between light armor appears to be that heavy armor has 10% more damage reduction but gives up 10% mobility in tradeoff for each tier. Heavy armor does get more effect resistance per tier though.
- Once you are in T2 or higher armor and start to put skill points into light/heavy armor as well as natural healing you essentially become unkillable. Your survivability might scale a little bit too much. Zombies were doing like 2-5 damage per hit when in T3 armor and skilled up. You essentially stop needing to even heal yourself. This may be appropriate for higher difficulties but on nomad you're a walking unkillable tank.
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- LevelSkipยป
Clothing and gear does more than just make a fashion statement in 7 Days to Die, it protects the player from damage and can even have other functions. Some clothing can be crafted, while other items can only be found while looting. The level of protection often depends on the material that the clothing consists of.
In This Article:
- Categories of Clothing
- Clothing Attributes
- Crafting Clothing
- Looting Clothing
- Repairing Clothing
Note: 7 Days to Die is currently in Alpha Testing and is being continuously updated. This article includes information from version 9.3. If there are changes in future versions, the article will be updated to reflect those changes.
Categories of Clothing
Categories of clothing are grouped based on the area of the body that they protect. They can be seen on the character tab on your in-game menu. This tab lists seven categories, but there is not currently any gear available to protect two of these areas.
Each area of the body has several clothing options that add a level of protection to that specific part of the body. You are most likely to be struck in the head or chest, which makes adding strong protective gear to these areas essential. It is also important to have protection on your legs, which can help prevent a sprained or broken leg.
Areas for Protective Clothing:
- Head
- Chest
- Hands
- Legs
- Feet
- Eyes (Not Added)
- Face (Not Added)
Clothing Attributes
In 7 Days to Die, zombies are only one of lurking dangers that can cause damage, injury and even death.
- Other players can cause damage using guns and melee attacks.
- A fall can result in leg injury or instant death.
- Dynamite, Mines, Cars, Oil Barrels, and Fuel Pumps explode.
- Wood Spikes, Barbed Wire, and Wood Log Spikes can be laying in wait.
Protective gear reduces the damage that can be inflicted by five possible hazards. This protection is listed as a percentage of the damage that is prevented by wearing the gear. The stats for each clothing item can be seen in game by hovering over the item with your mouse or by equipping the item in the Character Tab.
Possible Hazards:
- Bullet
- Melee
- Puncture
- Blunt
- Explosive
Protective Headgear
There are more options to protect your head than any other part of your body.
Other Protective Gear
There are three types of clothing that can be equipped to the other four areas. The protection given is based on the material used to craft the clothing. Clothing crafted with cloth offers the least amount of protection, but can be crafted early in the game. Leather clothing gives more protection than the cloth gear, but requires finding the Leather Tanning book. The best clothing is made using iron, but sometimes also includes leather. Each item requires finding schematics and the ability to forge iron.
Crafting Clothing
At times, you can loot for days and not find the clothing that you want. Crafting clothing can save some time, but requires having the correct materials and recipes.
Cloth Clothing
You start the game with the needed recipes to craft clothing, and the only resource needed is Cloth Fragments. There are several ways to acquire Cloth Fragments:
- Looted from zombies, trash, and other containers
- Mined from curtains, awnings, or tents
- Crafted using cotton
Cloth Fragments Needed To Craft Gear:
- Gloves - 2
- Shoes - 3
- Hat - 4
- Jacket - 8
- Pants - 12
Leather Clothing
Before you can craft leather clothing, you first must find the Leather Tanning book in order to learn the recipe. You can then craft leather from an Animal Hide, which can be obtained by hunting deer, pigs, rabbits, and Zombie Dogs.
Leather Needed For Crafting Gear:
- Gloves - 2
- Boots - 3
- Hat - 4
- Jacket - 8
- Pants - 12
Iron Clothing
Iron clothing offers the most protection, but is more difficult to make. It is crafted from Forged Iron and sometimes Leather. Before it can be crafted, you must find the schematic for the item you are going to craft. For example, to craft the Iron Chest Armor, you will first need to find the Iron Chest Armor Schematic. You will also need to forge iron to make Iron Ingot, which is used to craft Forged Iron.
Materials Needed For Crafting Iron Gear:
- Iron Gloves - 1 Forged Iron and 1 Leather
- Iron Boots - 2 Forged Iron and 1 Leather
- Iron Helmet - 5 Forged Iron
- Iron Leg Armor - 7 Forged Iron and 5 Leather
- Iron Chest Armor - 8 Forged Iron and 6 Leather
Looting Clothing
Looting is another option for acquiring protective gear. All items that can be crafted can also be found inside chests, night stands, lockers, zombies, and other containers. Some gear that can be found, can not be crafted. This includes:
- Mining Helmet
- Cowboy Hat
- Baseball Cap
- Skullcap
Mining Helmet
The Mining Helmet is currently the only protective gear that has a special ability. It is equipped with a light, which allows the player to see in dark areas without the need to occupy their hands with a flashlight or torch. This is ideal for mining and looting at night.
Repairing Clothing
Protective gear can often be repaired using a material that has similar qualities to the material used to craft the item. Currently, clothing made of cloth or leather can be repaired, an option not available for clothing that is made of Iron or some clothing that can be looted by not crafted. The Mining Helmet does not receive damage, and will never need to be repaired.
Hovering your pointer over a clothing item will allow the description of that item to pop-up on the screen. The description will list the resource needed to repair the gear in green text.
Steps For Repairing Clothing:
Military Armor 7 Days To Die Location
- Place the item to be repaired and the repair material in your Backpack or Utility Belt.
- Opening the crafting in-game menu
- Drag the item to be repaired into the center of crafting area
- Drag the repair material into the crafting area
- Select the Craft button, found on the right hand side of the crafting area
Repairing Cloth Clothing
Cloth Clothing is repaired using Cloth Fragments. Each cloth fragment will restore five durability points. All clothing that can be crafted can also be repaired. The Baseball Cap and Skull Cap are unable to be repaired.
Repairing Leather Clothing
7 Days Clothing
Leather clothing can be repaired using Leather Strips, which can be crafted from Leather. Each Leather Strip restores 10 durability points. All crafted leather gear and the Cowboy Hat can be crafted using Leather Strips.
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