[b]Zero Available Resources and Survival[/b]
1.5 - RETIRED
After years of stagnation, it's time to retire this mod and bring about a new age of survival for 1.5.
[b]Survival Expanded[/b]
ZARS will be split into independent mods for the Arctic, Desert, Ocean, and Mountains, in that order. All under the "Survival Expanded" umbrella to focus on better meshing with other mods.
- Removing sieves - It was an interesting minecraft-skyblock crossover, but not quite right for Rimworld.
- Possibly removing crystals - I know, some of you love them very dearly.
- Focus on survival, not thrival. - The tools for survival are provided, not enough to thrive off of.
- Your survival walls are now compatible with... walls, they even come with doors!
- Drink water in the arctic, eat fine grain sand in the deserts, fish from the oceans, and moss from the mountains.
1.4 UPDATE
NEW! - Glittery Fibrous Medicine. Slightly Better than Herbal Medicine. Made from Fibrous Pulp and Mineral Dust
NEW! - Crystal Herbal Medicine. Slightly Better than Normal Medicine. Made from Herbal Medicine, Mineral Dust, and Crystals. (Arctic Only)
NEW! - Bulk Cloth from Hay and Fibrous Hay
UPDATED! - Tiny Fire will keep any base human warm, instead of just alive. (Changed to +1C from previous.)
UPDATED! - Crystals now stack to 8000
FIX: Minor quality of life, "Just Snow" and "Just Sand" has been removed and will not show up in traders.
FIX: Bulk Pulp has been added to where it needs to be.
1.3 UPDATE
NEW! - Grow Normal (vanilla) Haygrass in harvest boxes. Making it possible to have hay flooring material and cross-mod compatibility with upcoming Tribalism/Primitive modpack changes.
NEW! - Grow Normal Glowstool in harvest boxes. Compatible with Vanilla and Ideology DLC, so your underdark lovers will stop complaining about not having mushrooms to eat.
UPDATED! - Fibrous Haygrass can be converted to Cloth.
UPDATED! - Fibrous 'stuff' should now have proper universal usage for tailoring.
UPDATED! - Desperate coolers at fresh game starts will now keep pawns cool instead of just keeping them alive. Making extreme desert (90C maps) more survivable. No matter what biome, pawns will survive with zero available resources (ZARS).
1.2 UPDATE
A lot of things got broke. It is unstable but playable once again.
NEW! - Small and Large Crystal Fusion Core generators for arctic conditions.
NEW! - Tiny Crystal Fire for that midstep into less tedious refueling in the arctic.
UPDATED! - Decrease cost to harvest pots, both slag and normal.
UPDATED! - Crystals are now worth 1/100th of their original value in an effort to reduce high threat raids due to overvalued base while having no means to defend it.
1.0 UPDATE
Want to survive in biomes that are basically a death spiral? This will do it with style. For way up north in the lonely cold or in the barren wastelands of extreme deserts. Cannibalism now optional, hard work required.
Tested from -86C to 92C. Every location, temperature, and precipitation is now survivable. The only enemies left are yourselves, the wildlife, oh and the normal animals too.
1.0 Update - Now back to beta
I have cleared out the errors, did a few house cleaning, and played a game in -121C winter and survived for at least a year. It was at that point I was having too much fun rather than tweaking what needs to be done, so this is now BETA as I still need to flesh out the 1.0 quirks.
[b]REQUIRES [url=https://steamcommunity.com/workshop/filedetails/?id=1510932875]MDK TERRAIN PATCH[/url]![/b]
Recommended for those familiar with Sky-Block or tedious-progression and low-resource scenarios. This mod was split into different feature sets. Fully tested during the course of the B19 development cycle, many revisions and lost sleep to keep it as vanilla as possible.
This mod also serves as a complimentary solution to common game-play where resources are abundant, as a need for emergency support. Its true purpose however, is for areas where resources do not exist; such as Sea Ice, Ice Sheet, and Extreme Desert biomes.
[b]Features[/b] (in strategic order):
[list]
[*] New Cargoship Jettison Failure Scenario! - Similar to Naked Brutality, except there's a total of four New Arrivals to endure the joy of suffering.
[*] New designation catagory [b]Desperation[/b].
[*] Gather [b]mineral dust[/b] from the ground (Crafting Spot).
[*] Build weak survival walls out of dirt, snow, or sand depending on biome.
[*] Make a [b]Tiny Fire[/b] from ignited Mineral Dust to stop hypothermia.
[*] Place [b]Harvest Patches[/b] around a fire to grow special [b]Fibrous Hay[/b] or arctic [b]Glittery Crystals[/b] in dim light.
[*] Cook [b]Mineral Water[/b] to stay alive (Tiny Fire).
[*] Gather enough crystals to make [b]Harvest Pots[/b] in the Arctic to grow Fibrous Hay.
[*] Tailor Fibrous Hay Tribalwear to stop freezing from inadequate warmth.
[*] Make Fibrous Hay Bedrolls for Colonists.
[*] Build strong walls from Arctic cold using crystals.
[*] Craft [b]Pulp[/b] from Fibrous Hay as a new food source (Crafting Spot).
[*] Craft Wood from Fibrous Hay for more suitable building material (Crafting Spot).
[*] Cook [b]Bland Paste[/b] from Pulp and Mineral Dust for a stable meal source (Campfire or Stoves).
[*] Build Sieves to gather mineral dust faster.
[*] Sieve through Mineral Dust to find minute resources (Sieves).
[*] Build a [b]Bonfire[/b] to keep warm a large area and quickly grow selective common plants nearby.
[*] Smelt tiny pieces of resources into their normal counterparts. (Campfire or Stoves)
[/list]
9/17 Update - Biome Expansion:
[list]
[*] MDK Terrain Patch Required!
[*] Dirt and dirt crafting removed as it was too pointless.
[*] Arctic survival requires growing Glittery Crystals via Harvest Patches.
[*] Desert survival requires growing Fibrous Hay via Harvest Patches.
[*] Slag Harvest Box added. Similar to regular Harvest Pots.
[*] Harvest Pots are expensive.
[/list]
9/12 Update:
[list]
[*] Bulk Wood & Pulp - because it's becoming annoying.
[*] More steel yield, but nerfed rares.
[*] Machine Bench - More yield to Component Soldering
[*] Electric Smelter - High yield to eveything except Components
[*] Fibrous Hay Commonality Lowered - It was too common for traders and raiders to wear, it is now near devilstrand.
[/list]
Requirements
- [url=https://steamcommunity.com/workshop/filedetails/?id=1510932875]MDK Terrain Patch[/url]
[b]Part of the ZARS Collection[/b]
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1502619368]ZARS Core[/url][/b] - Zero Available Resources & Survival
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1818707815]ZARS Production Spots[/url][/b] - Compatible Work Spots
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1503677014]ZARS Thermo[/url][/b] - Powered Survival Solutions
[b][url=https://steamcommunity.com/sharedfiles/filedetails/?id=1820484592]ZARS Tribalism[/url][/b] - Tribal Essentials Pack
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