Extensive class system, with a standard starting class, and an upgrade class to match
540 custom items. Guns, armors, tools, foods, medicines, resources, and so much more
130+ Custom Blocks
550+ Custom Recipes, including new ones and different variations to old ones, for better variety
Special weapon types, equipped with things like poison, stun, bleeding, burning, and more
Working appliances, like Ovens and Sinks, used to cook without heatmaps or acquire water straight from a tap
Machines used to harvest raw materials and metals, like feathers, meats, hides, ores, and more
Custom workstations that expand the variety in smelting and crafting
Exotic, one of a kind weapons, tools, armors, and items
Extended farming. Use bonepowder to enhance your plants and harvest more crops
Over a dozen new plants and seeds for expanded farming
Drugs and a new wellness system. Use drugs for a boost, but suffer addiction if you abuse!
New traps, like paralyzing and damage blocks, as well as breakaway nets for deadly pits
Various metal types that range below and beyond Tungsten for end-game goals
Tougher, faster, and stronger zombies, including a rare, mutated runner unaffected by the sun
3 Terrifying Zombie Boss types, each equipped with loot worth taking a risk for
Completely redistributed loot table, tailored to fit the experience for SteelMod
Custom icons for added immersion
Here’s a look at the Primary Jobs available for SteelMod:
Gunsmith – Responsible for assembly of the gun parts and bullets, as well as able to craft some weapons exclusively
Craftsman – Smelts metals needed to make tools, armor, and more
Doctor – Creates the medicines needed to survive comfortably
Farmer – Able to reproduce crops and assemble rifles
Cook – Prepares exquisite meals for boosts, better aid, and fullness
Carpenter – Builds extra strong blocks capable of withstanding hordes
Mercenary – The gun for hire. Able to craft exclusive, custom weapons, armors, and tools for an upper hand
Technician – Capable of producing technologies and machines to make life easier, and make farming while away from base possible
Survivalist – Ideal for the nomad. Can create items mainly from raw, natural resources in order to survive
Merchant – The general trader. A miscellaneous class that can craft both very essential and non-essential items, such as drinks, smell-free foods, home decor, and more
The Secondary Jobs are used in correspondence with the Primary Jobs. They are basically upgraded versions of the previous recipes, with new, more advanced recipes added.
And if you thought we were through, we at Steel Marauders have also tailored our experience to fit perfectly with the mod itself. If you choose to play on Steel Marauders RPG Server, you get:
A friendly, adult community with engaging players, longtime fans of both digital and tabletop RPG’s.
A center city hub to meet with people, partake in events, trade, shop, and more
Changelog notes of what’s to come to SteelMod updated frequently
Dedicated TeamSpeak3 server with private rooms for your groups
Custom events and quests, with rewards and possible branch off to campaigns
Huge database of extensive knowledge on the universe created by Steel Marauders, like Factions, Locations, Events, Player Colonies, Rivalries, War Periods, and all sorts of neat stuff to add to the roleplaying experience
Community discussions on what we can add to make it better, providing critical feedback that changes and shapes this mod into an even better creation each build.
PLEASE NOTE THAT WHILE THIS MOD IS CURRENTLY COMPATIBLE WITH A15.1, IT IS ON HOLD UNTIL FURTHER NOTICE. ANY UPDATES AFTER 15 (16,17, AND BEYOND) WILL BREAK THE MOD.
We have added a questing system to the classes now. What this means is when you spawn into your world, you will start with a main class book. From there, you will craft it into one of the ten classes, then read the class quest sheet to begin your journey to mastery.
the block of text from Noah upon first spawn has been altered to guide you on your first steps through SteelMod, so please read it as to not miss out on what to do.
The custom items have been added to the economy with the new addition of vending machines and traders. Now, any player without a certain class can buy class specific items at the seller's discretion. Build, or break, your server economy!
With the release of SteelMod v6, we no longer have to rely on the "Single Player" and "Co/op Server" versions. Questing for your jobs makes it single player and co/op friendly! Host it on a server, or play it with your best bud, it will run just as it should.
Here are the official notes to summarize all changes for SteelMod v6:
Old system of classes has been changed : Player can choose any class starting at level 1, then choose a 2nd and 3rd class at level 50 and 100 for a total of 3 class over the 10 available.
You can choose the same class 2 times, But don't do that! Classes do not change depending on the level you choose it from.
The names of the 10 class that are available are (in order) : Craftsman, Gunsmith, Mercenary, Chef, Engineer, Survivalist, Doctor, Carpenter, Merchant, Farmer.
Similar classes that follow each other in previous mod versions (Gunsmith => Arms dealer, Craftsman => blacksmith ...) are now merged.
Added Bolt, Wire, & Electronic Scrap to small & large TV, as well as fallen TV's
Changed Jet Injector recipe to require Gas Cartridge
Added Tungsten Machete & Bat
Increased Feral Spider health to 1000
Increased Screamer Boss Health to 800
Removed Stealth & Ninja gear set
Slightly decreased spawn rate of all bosses
Adjusted loot for zombie bosses
Decreased zombie runner boss entity damage to 15
Fixed Hunting Bow not firing correctly
Increased Joint wellness gain to 0.7
Added food scraps to Cooler & Rotten Food loot
Decreased zombie cop & zombie dog spawn rate
Added Hybrid Weapon System requirement for elemental firearms
Added Hybrid Weapon System to Munitions Box loot
Adjusted Supply Crate loot for better output
Reduced degradation rate for all gun parts
Added Weapon Bench workstation for part and gun assembly
Added voucher recipe for ElectronicScrap, Wire, and Bolt
Added Hydroponic Station for indoor Marijuana Growth (use Marijuana Sprout to begin growing)
Added Casino Coin to Voucher recipe (2:1 ratio)
Integrated SMX UI to SteelMod with requested permission from Sirillion
Added Hydroponic Station lootgroup to loot.xml
Added Steel Calipers, Powder Measure, and Priming Tool as required items to build Bullet Press
Added Grow Tubes, Water Pump, and PVC Pipe as required items to build Hydroponic Station
Modified Gunsmith Class Quests
Modified Mercenary Class Quests
Modified Doctor Class Quests
Modified Survivalist Class Quests
Removed all Colonist and Marauder Armor
Finished all localization.txt for custom items and blocks
Added Slot Machine. Place 25 Casino Coins in for a random amount back
Added Loot Cache. Use Decryption Key to open for random high value loot
Added Hydroponic Book. Loot to learn how to craft Hydroponic Stations
Reduced zombie cop spawning
Added fishing (Thanks Carlzilla!)
Slightly increased exp required to level miscellaneous crafting
Added 2 new perks: Money Smith and Mephisto
Even more loot balancing
Added Steel Calipers, Priming Tool, and Powder Measure to Shotgun Messiah loot group
Moved all tools, armors, and melee weapons made by the Craftsman to the Workbench. This will
reduce lag and make the Workbench useful again. If the next version of the game is more stable,
more recipes will go into the table, making it universal.
Added Steel Calipers, Priming Tool, and Powder Measure localization descriptions
Removed Electronic Scrap since it has been added as a vanilla item
Removed Hops and Hop Seed since it has been added as a vanilla item
Adjusted Recipes that required Electronic Scrap
*The economy for custom items is an early implementation, and we are already working on 6.1 to make any necessary adjustments to prices. Please feel free to leave any odd pricing finds on our forums in the Bug Section.
- The merchants will be able to sell the custom items in v6.1, as we work on adjustments to economy and add to the trader.xml.
- Please report any issues or bugs on here, or message redwolf directly.
- It is known that you receive a "NullRefException" error upon exiting servers. everyone must have the XUI folder and xui.xml, along with the localization.txt and localization-quests.txt installed on their end, otherwise the mod won't work the way you want it. Unfortunately at this time, there is no fix for this, it is just how the game is.
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