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📂 ファイル・バージョン
ダウンロードは Nexus Mods 上で行われます(当サイトではファイルを配布しません)。対応バージョンは各ファイルの記載をご確認ください。
メイン Dead Air - V3 - Full_Bundle v20
更新履歴(changelog)
Version 3.0.39 hotfix - 2026-08-23 - Reduced firearm visibility in ordinary trader-job rewards from 62.5% to 30% for an unperked player by making the optional weapon candidate roll 48% firearm and 52% ammunition; maximum Daring Adventurer raises the resulting firearm chance to 36%. - Restored the missing Scrap action on congealed grease by registering animal fat's material in the grease salvage category; one grease now correctly scraps into one animal fat.
旧バージョン(19件)を表示
旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v1
⬇️ Nexus でダウンロード旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v2
⬇️ Nexus でダウンロード旧バージョン DeadAir 7LongDarkDays V2.6.0 FullBundle Nexus v3
更新履歴(changelog)
- Added missed-contact retries for wandering hordes that fail to reach a player. - Added game-stage-scaled wandering-horde compositions. - Added soldiers, feral wights, zombie dogs, runner groups, and rare running-soldier groups. - Fixed wandering-horde frequency and player-bias hooks. - Improved regular POI wanderers. Tier-scaled quotas now search progressively wider areas up to 22 blocks and retry any remaining quota as later sleeper volumes activate. - Improved POI spawn logging so delivered totals, planned totals, tier minimums, and pending retries are visible in the console. - Expanded height-cheese rage detection. Nearby zombies with no usable navigation path can now contribute to the trigger even before they start breaking blocks.
旧バージョン Dead Air - V3 - Full_Bundle v4
更新履歴(changelog)
Dead Air V3 CHANGELOG Version: 3.0.0 Game Version: 7 Days to Die V3.0.0 Version 3.0.0 hotfix - 2026-06-29 - Increased wasteland ambient street density in non-downtown/non-commercial chunks so residential city edges no longer fall back to near-empty biome pressure. - Added lighter wasteland street-fill zombie groups for ambient density without making every extra spawn a high-tier threat. - Reduced ambient wasteland zombie bear weighting so bears remain dangerous but stop dominating city pressure. - Added biome-only spawn safety that relocates or suppresses ambient biome spawns that would appear too close to, or directly in view of, players; POI sleeper and infested spawn multipliers are unchanged. Version 3.0.0 - Nexus deployment build - Repackaged DeadAir as five V3 modules: - DeadAirV3_00_Core - DeadAirV3_10_IZY_Arsenal - DeadAirV3_20_WorldLoot - DeadAirV3_30_Survival - DeadAirV3_40_Threat - Reinstated general AI anti-lineup movement behavior: - zombies use tighter direct chase behavior in close line-of-sight situations - fleeing players trigger a harder close-in goal in the near band - attackers receive stable lateral spread and small radial jitter - spread is toned down when direct chase or hard-close behavior is active - eating-target behavior is left alone - Restored height exploit rage behavior: - only visible, close, below-player zombies can qualify - zombies with a usable path, or currently climbing/jumping, do not qualify - sustained unreachable height pressure warns first, then enrages qualifying zombies and spawned responders into hard-hitting runners - Added Parkour restrictions: - Parkour remains useful for jump stamina and controlled vaulting - jump height is capped just over practical two-block movement, with the top rank eased slightly for reliable two-block vaults - fall forgiveness is limited to short drops - high falls can still sprain, break legs, or kill at every Parkour rank - Retained and updated wandering horde pressure systems: - randomized…
旧バージョン Dead Air - V3 - Full_Bundle v5
⬇️ Nexus でダウンロード旧バージョン Dead Air - V3 - Full_Bundle v6
更新履歴(changelog)
Version 3.0.6 hotfix - 2026-07-01 - Rebalanced outdoor biome density tiers so pine forest has a real grass/town baseline and burnt forest, desert, snow, and wasteland scale up clearly above it. - Increased wasteland ambient zombie-first street pressure so regular wandering zombies, not dogs, provide most of the wasteland city fill. - Reduced wasteland zombie dog and dire wolf weighting so predators remain present without dominating ambient street encounters. - Tuned biome respawn delays to better hold outdoor density even when Biome Zombie Respawn is set slower; POI sleeper and infested spawn multipliers are unchanged. - Added explicit commercial/industrial and downtown urban street-fill layers for burnt forest, desert, snow, and wasteland so harder-biome cities keep extra ambient bodies above the green-biome baseline. - Added biome-specific hard-urban zombie pools for those layers, with night pressure scaling up without increasing predator animal rows. - Registered DeadAir-added POI clear-quest extras as active clear sleepers so they can appear on the compass and remain tied to the triggering sleeper volume.
旧バージョン Dead Air - V3 - Full_Bundle v7
更新履歴(changelog)
Version 3.0.9 hotfix - 2026-07-08 - Nudged the MMR M1 red-dot camera alignment upward after the 3.0.8 pass landed slightly low. - Extended DeadAir loot-quality pacing to T2/T3 weapons and tools so hard-biome day-13 loot can find advanced gear without jumping straight to quality 6 motor tools. - Fixed biome-scaled contaminated water collection so liquid sources resolve nearby land biomes and vanilla murky fills can be converted to contaminated water. - Tuned jar-fill pacing: contaminated outdoor water now completes after a short fill beat, while water cooler and coffee maker jar fills complete immediately on the quick jar-action path. Version 3.0.8 hotfix - 2026-07-08 - Added second-pass IZY red-dot alignment fixes: raised the Hellion VHS-2 sight picture, lowered the MMR M1 sight picture, and added a strong HKG3/G3 red-dot camera override. - Added a Hellion-specific red-dot iron-sight hide fallback to reduce built-in sight clutter through the reflex window. - Expanded the AK optic visual fallback to activate likely IZY internal red-dot and scope transforms when the standard external optic mount does not appear. Version 3.0.7 hotfix - 2026-07-06 - Added IZY Arsenal red-dot camera overrides for the reported high/blocked ADS weapons, including the Tactical Assault Rifle, pipe SMG, MAC-10, Mosin Nagant, Hellion, HK PSG-1, HK416, MMR, USP, Kriss variants, and CZ Scorpion. - Restored the red-dot aim marker while reflex sights are equipped so transparent or missing internal red-dot reticles still have a usable center point. - Added a Tactical Assault Rifle red-dot fallback that hides likely front/rear iron-sight transforms while the reflex sight is installed. - Added an AK-only external optic fallback so red dot, 2x, 4x, and 8x scope models visibly mount on the IZY AK replacement. - Added a chemistry-station-only ethanol recipe using acid, beer, honey, and boiled water as costly conversion ingredients. - Added biome-scaled outdoor water contamination: pine forest 20%, burn…
旧バージョン Dead Air - V3 - Full_Bundle v8
更新履歴(changelog)
Version 3.0.11 hotfix - 2026-07-11 - Suppressed menu/title background music once the local player is in-world so title music cannot leak into active gameplay. - Fixed IZY FPV glove state so vanilla hands/body are restored when switching away from IZY weapons, preventing invisible hands while holding non-IZY items. Version 3.0.10 hotfix - 2026-07-09 - Fixed broken flush valves by moving them off the non-scrappable mechanical-parts base item and onto a private salvage material that scraps into mechanical parts. - Increased ethanol loot weights by 10% across the DeadAir beer/liquor/medical ethanol inserts. - Reworked armor loot staging so light, medium, and heavy armor sets use tiered loot gates and DeadAir quality pacing instead of one mixed vanilla armor pool, preventing early Q6 Assassin/heavy armor from ordinary containers. - Increased tier 3+ regular POI/clear-quest extra wanderer pressure by roughly 15%. - Reduced coyote lead-spawn pressure by roughly 10% in desert/burnt biome animal rows and dedicated coyote pack rows. - Fixed congealed kitchen grease scrapping by moving it to a private salvage material category so vanilla animal fat is no longer made self-scrappable. - Fixed immersive junk loot loader order by inserting the custom junk lootgroups before the vanilla groups that reference them. - Reworked immersive junk loot from hard replacements into additive contextual rolls so vanilla loot remains intact and small containers no longer collapse into one odd prop-only result. - Raised immersive junk scrap weights so single found items return at least one normal resource, with bulk paper/rag objects yielding more, and added broken-pipe salvage back into a normal short iron pipe. - Expanded immersive junk placement into cars, police/fire/army/farm trucks, garage/toolbox/workbench/work-cart loot, laundry/clothing material rolls, general garbage, dumpsters, cardboard boxes, and broader paper/book/mail sources. - Fixed immersive junk item loading by converting reso…
旧バージョン Dead Air - V3 - Full_Bundle v9
更新履歴(changelog)
Version 3.0.14 hotfix - 2026-07-14 - Increased passive water loss in hot conditions to 60 per hour total and in 90F+ sweltering conditions to 200 per hour total before activity costs, making an exposed desert day require active hydration. - Scaled screamer call-in waves from 8 to 20 reinforcements across game-stage bands 0/30/60/100/160 while retaining a shared 60-second cooldown between successful calls, preserving sudden chaos without recursive screamer chains stacking continuously. - Reworked firearm loot staging so scaled and direct-container non-pipe guns cannot appear before loot stage 100, when DeadAir pipe weapons first reach quality 5; pipe weapons remain available into their quality-6 window. - Moved the Mosin Nagant into the normal tier-1 selection weight at the late-pipe handoff while keeping its direct military-footlocker chance loot-stage gated. - Reduced vanilla V3 tiered insulated liner heat resist while preserving their cold-resist tiering, so they remain cold-first armor mods instead of matching hot/cold protection. - Strengthened beer's short heat-emergency relief with stronger active cooling and temporary heat resist so it can briefly pull players back from heat stroke in extreme desert temperatures. - Fixed split meat recipe unlocks so food crafting levels 6 and 8 unlock the herbivore and carnivore grilled/boiled meat variants instead of removed vanilla meat recipes. - Normalized alternate meat food recipes so vanilla grilled-meat dishes keep their campfire filter tags and support grilled carnivore meat variants. - Fixed congealed grease scrapping by using an explicit salvage recipe that turns congealed grease into animal fat. - Fixed the remaining IZY FPV handoff case by restoring the alternate vanilla hands_A transform along with hands/body when leaving IZY weapons.
旧バージョン Dead Air - V3 - Full_Bundle v10
更新履歴(changelog)
Version 3.0.14 hotfix - 2026-07-14 - Enabled premium shotgun shells in the pump and auto shotguns, matching the IZY Model 1887 lever-action's existing premium-shell compatibility. - Halved oversized ammo stacks across large shared loot pools, loot bags, weapon containers, and airdrops while leaving normal 0-20 finds intact; made .45 ACP ball ammo a regular candidate in all shared ammo-size pools. - Fixed coffee-station water collection awarding both murky water and contaminated water from a single empty jar. - Increased passive water loss in hot conditions to 60 per hour total and in 90F+ sweltering conditions to 200 per hour total before activity costs, making an exposed desert day require active hydration. - Fixed airdrop hordes in multiplayer by making spawning and guard AI server-authoritative while allowing proximity from any connected player, including remote clients on listen and dedicated servers, to trigger the encounter.
旧バージョン Dead Air - V3 - Full_Bundle v11
更新履歴(changelog)
Version 3.0.18 hotfix - Stopped pending tiered POI wanderer batches as soon as combat kills any nearby zombie, inside or outside the POI, so cleared enemies are not immediately replaced. Version 3.0.17 hotfix - Restored V3's quality- and loot-stage-based positive stat rolls to all curated IZY firearms and IZY-replaced vanilla firearms, using each gun's matching vanilla weapon-family stats and unchanged roll chances. - Fixed the Mosin Nagant loot rebalance preventing `loot.xml` from loading by replacing an early forward loot-group reference with a direct item entry; the reduced Mosin selection rates remain unchanged. - Preserved full town zombie population caps while extending biome refill delays after kills, and changed tiered POI wanderers to server-authoritative 2-4 zombie batches every 8-15 seconds that pause at 42 nearby zombies, preventing same-frame pathfinding spikes and allowing cleared streets temporary breathing room. Version 3.0.16 hotfix - Reduced excessive Mosin Nagant clustering by making it compete with the hunting rifle inside the tier-1 Dead Eye family instead of occupying an additional full ranged-family slot, and lowered its separate military-footlocker roll from 20% to 5% for dense military loot locations such as Trader Hugh. - Reduced dedicated coyote-pack replenishment frequency in desert and burnt forest biomes and added a randomized 3-5 minute nearby-player cooldown between successful pack events, preserving full packs and normal ambient coyotes while preventing rapid attacks from several independently spawned packs. Version 3.0.15 hotfix - Rebalanced curated IZY firearm loot so the STG 44N, China Lake, M1911A1, Model 1887, Hellion VHS-2, HK G3, HK PSG-1, USP 45, Kriss Super V, HK416, and CZ Scorpion EVO 3 now compete at the same selection weight as comparable vanilla weapons instead of passing an extra 5% roll; added them to the direct T5 infested weapon pool and kept the pump shotgun available alongside the auto-shotgun tier so its earlier…
旧バージョン Dead Air - V3 - Full_Bundle v12
更新履歴(changelog)
Version 3.0.19 hotfix - 2026-07-18 - Added a sunset-driven desert temperature curve that begins cooling three hours before dusk, falls into the 60s overnight with occasional 60F lows, and warms gradually after dawn instead of remaining near 96F through the night. - Fixed broken flush valves and congealed grease still lacking a Scrap action by inheriting a complete vanilla scrap-resource definition, routing valves through vanilla mechanical-parts salvage, and registering animal fat as a wildcard salvage output for the grease's private material. - Restored high-tier POI difficulty scaling by combining POI tier with nearby player game stage, upgrading ordinary sleepers across regular and quest POIs to mostly feral-or-better variants at high pressure, and making tiered POI wanderers use feral, radiated, charged, and infernal composition instead of falling back to walkers.
旧バージョン Dead Air - V3 - Full_Bundle v13
更新履歴(changelog)
Version 3.0.23 hotfix - 2026-07-20 - Restored vanilla fill-all behavior for held empty-jar stacks at lakes, rivers, and other natural water sources; biome-contaminated water no longer inherits the single-jar behavior reserved for finite water coolers and coffee makers. - Preloaded ordinary POI sleeper volumes up to 24 blocks outside their bounds so zombies already exist before the player reaches a doorway or turns around, while retaining the original wake and attack boundaries. - Added earned rewards for extreme airdrop hordes that actually spawn at least 39 guards: the supply crate now gains a guaranteed full stack of five first-aid kits and has a 50% chance to include a loot-stage-scaled 5.56mm Hellion VHS-2 or HK416. - Fixed broken flush valves and congealed grease still lacking a Scrap action by correcting their salvage-weight math: valves now meet the five-unit weight of mechanical parts, and animal fat now has a valid output weight for one-to-one grease salvage. - Added a sunset-driven desert temperature curve that begins cooling three hours before dusk, falls into the 60s overnight with occasional 60F lows, and warms gradually after dawn instead of remaining near 96F through the night. - Fixed upgraded POI sleepers being restored as new zombies by transferring their sleeper-volume registration to the replacement entity, and retained completed or cancelled POI welcoming-party state for 30 minutes so a lengthy building clear cannot restart the same quota after five minutes. - Fixed broken flush valves and congealed grease still lacking a Scrap action by inheriting a complete vanilla scrap-resource definition, routing valves through vanilla mechanical-parts salvage, and registering animal fat as a wildcard salvage output for the grease's private material. - Restored high-tier POI difficulty scaling by combining POI tier with nearby player game stage, upgrading ordinary sleepers across regular and quest POIs to mostly feral-or-better variants at high pressure, a…
アーカイブ Dead Air - V3 - Full_Bundle v14
更新履歴(changelog)
Version 3.0.25 hotfix - 2026-07-22 - Added a server-authoritative POI property context that activates after two seconds inside a tiered prefab and releases eight seconds after leaving; while active, new nearby biome spawns pause so the 64-zombie engine budget is available to the building, without deleting existing outdoor zombies or changing sleeper wake boundaries. - Replaced non-quest delayed welcoming parties with passive room companions recorded during preload and materialized only after the player enters the property: tier 2 has a 10% chance per eligible sleeper up to 3 extras, tier 3 25% up to 6, tier 4 40% up to 10, tier 5 55% up to 16, and tier 6+ 70% up to 22, subject to a 48-zombie local safety ceiling. - Kept all existing quest reinforcement limits isolated and unchanged, including the high-density infested multiplier; non-quest companions use vanilla passive sleeper setup but are excluded from respawn maps and clear objectives, so they wake with their room and cannot restore after death. - Rebalanced simultaneous outdoor spawn layers to preserve capacity for active POIs while retaining progressively denser residential, commercial, downtown, night, and hard-biome street populations; outdoor spawning resumes automatically after leaving POI property. - Converted the Tactical Assault Rifle from 7.62mm to 5.56mm and raised its weapon damage offset so standard rounds land between the AK and higher-tier 5.56 assault rifles without overtaking the Hellion or HK416. - Prevented clear and infested quests from becoming stuck on a yellow last-zombie marker with no entity: high-tier classes are now selected before vanilla creates the sleeper, so vanilla retains sole ownership of the final entity identity and restore metadata, while infested reinforcements remain extra combatants without becoming synthetic clear-objective sleepers. - Restored deliberate high-tier infested chaos without risking quest completion: tier 4 now creates at least one reinforcement per qualify…
旧バージョン Dead Air - V3 - Full_Bundle v15
更新履歴(changelog)
Version 3.0.28 hotfix - 2026-07-23 - Sharply reduced repeated Mosin Nagant appearances: it now has only a 5% eligibility roll within the tier-1 Dead Eye family instead of replacing the hunting rifle about half the time, no longer receives a separate military-footlocker roll, and has one-fifth normal selection weight in Trader Hugh's curated firearm stock. - Cut daytime and nighttime snow-biome Chuck-family spawn incidence by exactly 50% without increasing the frequency of any other zombie. - Restored Old Sham Sandwiches to ordinary trash and common-food loot instead of replacing them with charred meat, and weighted sandwiches 60% above loot-only charred meat in every affected shared food group, including Shamway crates. - Fixed engaged airdrop guards appearing to respawn at the crate after chasing a player beyond the former leash: each guard now remains tied to the drop through vanilla home-area movement only until it individually sees, targets, or is damaged by a player, then permanently detaches and pursues naturally without teleportation. - Preserved the existing airdrop encounter trigger, game-stage-scaled initial counts, ring placement, once-per-crate state, reward threshold, server-only spawning, and proximity checks across all connected multiplayer clients.
旧バージョン Dead Air - V3 - Full_Bundle v16
更新履歴(changelog)
Version 3.0.31 hotfix - 2026-08-07 - Added the Goliath Wight as a rare day-21-era threat that becomes progressively more common in advanced wandering and Blood Moon hordes; it retains the feral Wight appearance at substantially larger scale, has 50% more base health and attack damage than the top-tier Infernal Wight, deals 50% more block damage, and strongly resists crippling, dismemberment, and knockdowns. - Added the Goliath Soldier alongside the Goliath Wight progression, combining an enlarged feral-soldier appearance and full heavy-helmet protection with 50% more base health, entity damage, and block damage than the top-tier Infernal Soldier. - Added both standard Goliaths to tier 4-6 POI sleeper promotion, rising from a tightly limited tier-4 chance through tier 6; added radiated Goliath Wight and Soldier variants exclusively to tier 5-6 POIs, with 50% more health, 25% harder player hits, 50% more block damage, stronger injury resistance, and improved radiated regeneration. - Added rare free-roaming Goliaths to desert, snow, and wasteland biome populations with incidence increasing by biome difficulty and at night; radiated Goliaths remain absent from desert ambient pools, begin exceptionally rarely on snow nights, and become most plausible in the wasteland. - Added two sub-Goliath mid-game elites: the slow 1,600-health Big Mama Brute for tier 2-4 POIs and early/mid hordes, and the faster, harder-hitting 1,400-health Hawaiian Bruiser for tier 3-4 POIs, desert roaming, and mid-game hordes; both retain heavy-torso resistance while remaining substantially below Goliath combat power. - Fixed inert POI sleepers that could remain asleep through direct player contact after missing or repeatedly restoring across a room transition; a server-authoritative, tightly bounded contact check now wakes only sleepers physically beside a player inside an active tiered POI. - Rebuilt non-quest passive-companion scheduling so tier and biome selection is rolled once, temporary popu…
旧バージョン Dead Air - V3 - Full_Bundle v17
更新履歴(changelog)
Version 3.0.32 hotfix - 2026-08-09 - Assigned red boss loot bags to both standard and radiated Goliath Wights and Soldiers, and blue strong-enemy loot bags to the Big Mama Brute and Hawaiian Bruiser. - Reduced zombie visual-acquisition distance by 5% only while a player is physically inside a wasteland trader compound, without changing hearing, existing aggro, spawn counts, or combat pressure elsewhere. - Rebalanced contaminated water to provide half the hydration of clean water while independently carrying a 50% chance of parasites and a 50% chance of infection per drink. - Rebuilt army munitions-box cartridge selection so 9mm, 7.62mm, .44 Magnum, shotgun shells, 5.56mm, and .45 ACP receive equal independent caliber chances instead of three replacement-enabled rolls being able to fill a box with three kinds of 9mm. - Expanded shared .45 ACP loot from ball ammunition alone to overlapping ball, high-power, armor-piercing, and enhanced-ammunition progression comparable to 9mm and 5.56mm. - Shifted shared ammo selection away from player-stockpiled shotgun and .44 Magnum ammunition by 5% each and toward scarcer .45 ACP by 10%, including matching adjustments to army munitions-box caliber rolls. - Added a dedicated 50% firearm roll to red boss loot bags, drawing varied vanilla and IZY weapons at quality 2-4 with randomized durability; the HK PSG-1 participates normally while the M60 retains its late loot-stage gate. - Removed the hidden ammo coin flip from ordinary trader-job firearm candidates, making the existing tiered weapon reward option meaningfully visible; tier-4 and tier-5 jobs now produce quality 2-4 guns, the HK PSG-1 participates from tier 4 onward, and quality 6 remains craft-only.
旧バージョン Dead Air - V3 - Full_Bundle v18
更新履歴(changelog)
Version 3.0.36 hotfix - 2026-08-14 - Replaced the snow-trader-only visitor roll with one global, bounded night-pressure episode on every ordinary night: idle ambient zombies already surrounding the player are recruited first, and only the shortfall is spawned outside direct view. - Added staged nightly escalation: days 1-13 dispatch 4-8 visitors, day 14 introduces larger multi-wave episodes, and day 40+ varies between quiet, normal, and occasional severe 18-28-zombie episodes whose larger odds rise with game stage. - Capped each episode to a randomized 1.5-3 in-game-hour window with no retargeting or replenishment afterward; Blood Moons, active quest POIs, and substantial attacks already in progress suppress the episode instead of stacking another horde. - Rebuilt mature wandering-horde composition from displayed day 35 onward so ordinary hordes always draw from advanced pools: the baseline is 80% dedicated feral runners, increasing game stage trades part of that share for cops, soldiers, spiders, Wights, mutants, and Goliaths, and extreme stages introduce radiated, charged, and infernal pressure with almost no ordinary walkers. - Added biome pressure to wandering-horde progression without altering real game stage or horde size: burnt forest, desert, snow, and wasteland contribute increasingly strong virtual composition bonuses, while themed vanilla animal and special hordes remain intact. - Rebalanced mature tier-5 infested quests to independently select every added reinforcement at 40% radiated, 20% charged, 20% infernal, and 20% feral, preventing feral-heavy prefab source groups from being copied into most of the encounter. - Aligned high-pressure tier-5 mapped sleeper promotion to the same 40% radiated, 40% charged/infernal, and 20% feral aggregate while preserving zombie animals and true special-infected selections.
旧バージョン Dead Air - V3 - Full_Bundle v19
更新履歴(changelog)
Version 3.0.37 hotfix - 2026-08-19 - Replaced Fortitude Mastery's automatic bleeding and laceration cure with a once-per-minute combat stabilization that removes five seconds of active bleeding while leaving lacerations in need of medical treatment; ranks 4-5 now grant 25 and 50 total maximum health instead of 50 and 100. - Reduced the fully stacked Pain Tolerance, Hard Target, and Adrenaline Berserker damage-resistance ceiling from 75% to 45%, and capped Pain Tolerance's stun resistance at 75% instead of complete immunity. - Added a ten-second cooldown to Pack Mule hit absorption and a three-second cooldown to Siphoning Strikes while reducing its healing to 1-5 HP per melee kill; updated every affected perk and active-buff description to state the exact new values and limits.
MOD 解説
DeadAir V3は、『7 Days to Die V3』向けの、より過酷なサバイバル要素と脅威を刷新したモッドです。食料、水、気温、病気、戦利品、武器のメンテナンス、動物、ゾンビ、POI、徘徊するホードによる脅威などがより深く掘り下げられており、感染したPOIは実際に感染しており、さらに
原文(英語)を表示
DeadAir V3 is a harsher survival and threat overhaul for 7 Days to Die V3, with deeper food, water, temperature, illness, loot, weapon maintenance, animal, zombie, POI, wandering horde pressure, infested POIs are actually infested, and
導入前チェック(前提 / 競合 MOD)
情報はまだありません。導入済みの方はコメントで情報をお寄せください。
