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Crater Creator

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  1. "Content Creators" is a curious term for me. The developers are content creators. The modders are content creators. Someone who posts a guide or even a review on Steam is a content creator. But here it refers exclusively to video content creators. A more precise name may generate less confusion and less need for moderation in the long term. Just a suggestion.
  2. RULES In this section, only video content creators may start threads. Content Creators You may have exactly one thread here to advertise your content, regardless of which or how many platforms you use, how much content you have, or how your content is organized. Organization of your thread is up to you. Do post links to your site or channel, descriptions of your content, embedded videos, and notice of updates as you like. Don’t solicit donations. You may ask a moderator to reserve posts for you in your thread, for the sake of keeping your content visible above any comments. Non-Content Creators You may not start threads here, but you are still encouraged to participate by posting in any existing threads, and/or posting in other sections, like Images & Video. All Users Feel free to post in the pinned General Discussion thread about streaming in general. Feel free to post in the pinned Recommendations thread about content creators you like, whether or not they’re listed here. However, this thread is only for positive recommendations. As always, respect all the rules of the forum. Disruptive behavior, such as airing a dispute publicly in someone’s thread, is not acceptable.
  3. Well... I suppose it's good to hear that things I never touched aren't changing for no reason. Too bad the weather isn't the same way.
  4. It's true that your temperature changes slowly. So if it's snowing when it's hot, hopefully it just means your body hasn't cooled down to the ambient temperature yet. You can get more information if you type "weather" in the console. But generally, if it's too cold or too hot, it's not ComSenMod's fault, since it uses mostly vanilla (standard) values for weather now. You would get similar results without the mod. It is possible to live in the desert. I did it for over two weeks. My standard outfit was a tank top, shorts, mining helmet, and military vest. I dealt with the heat several ways: Stay inside or in the shade Drink yucca juice or red tea Swim in a lake Take off my shirt or pants Endure being hot. I don't think there's any negative consequence below 100° F. The campfire and forge heat you from 3 blocks away. I did not change this. It is the standard value. Is 3 blocks versus 2 blocks really "obscenely large"?
  5. ComSenMod 2.5 was tested most in the desert, since I tested the last version mostly in colder biomes. In the desert, you'll be a little hot (>90° F) if you wear a tank top, shorts, some armor, and stay dry. If you get wet, you can get pretty cold (45° F). That's colder than I wanted, but this is what you get with mostly vanilla values. While I would like ComSenMod to simply 'fix the weather', I think it's best to focus on other areas until the developers can improve weather themselves. There are too many variables to isolate which one is making it too hot or too cold when I test various scenarios. In the end, I felt weather had become a distraction to the other goals of the mod. So I reverted most of the weather to standard. Biome temperature and insulation from clothes is unchanged from 2.0. The other changes that are still present are: When it snows, it takes longer to get wet The wind cools you down more You heat up more from running Elevation doesn't affect temperature very much until you get very high I'd be happy to hear what everyone thinks about the balance, of weather as well as everything else.
  6. Version 2.5 Change List Moved files to separate Config folder in the download for clarity and ease of installation biomes.xml Reduced tires on roads by half Compensates for more spare tires found in cars Replaced cinder blocks on roads with other debris like hubcaps & driftwood Maintains the idea & visual interest of debris on the road with somewhat more plausible items blocks.xml Changed material of purses from cloth to leather Purses are typically made of leather Changed material of bird nests from wood_weak to furniture wood_weak was too strong Set wooden desk to use new desk loot group to use the wooden drawer sounds without having to use nightstand loot Changed shopping basket material from metal to plastic They’re typically made of plastic Disabled fall damage on snow It’s soft like hay, and it gives a benefit to building in the snowy biome Marked new road debris blocks as terrain decorations This helps place them at ground level entityclasses.xml Increased experience points for killing a dog by 25% Killing one dog requires the skill & effort of killing something like 2.5 regular zombies items.xml Made empty buckets stackable up to 50 More consistent with jars, pots, etc. now that buckets are found in loot Made stone arrows scrap to stone instead of wood The arrowhead is more durable than the shaft, so that’s the part that you’d salvage Changed material of bone & bone shiv from metal to wood For more bone-like sounds Changed material of torch from organic to wood For more wood-like sounds Changed blunderbuss ammo to scrap to stone instead of paper You would salvage the more durable part Changed gas can material from metal to plastic Probably inconsequential, but better matches UI icon Changed dynamite material from stone to dynamite There was already a dynamite material defined... oversight? Changed shopping basket material from metal to plastic They’re typically made of plastic Changed shopping basket to be repaired with plastic To match its new material Changed swat helmet from metal to military fiber “Military fiber” is used throughout the game for any high tech military-grade armor Changed swat helmet to be repaired with military fiber To match its new material Changed football & mining helmets from metal to plastic Research indicates they’ve been plastic since ~1950 Changed football & mining helmets to be repaired with scrap plastic To match their new material Changed blood draw kit from metal to plastic Better matches the UI icon Added weight to blood draw kit So it can be scrapped Changed jackets from cloth to leather They look leather to me, especially the letterman version Changed coffee drink material from organic to glass For consistency with other drinks Changed fertilizer from metal to organic Assumed to be an oversight Changed glue from organic to plastic So that it scraps to something useful Reduced weight of glue To balance the amount of plastic from scrapping it Changed calipers from metal to brass To support new recipe Reading a book gives you a point in the related action skill Book learning isn’t worthless. Reading a book about pistols should make you somewhat better with pistols, specifically, and not just with bullets & repair kits. Books are still rare, so they supplement rather than supplant your need to fire thousands of bullets or get hit hundreds of times to become proficient. Changed flashlights, night vision goggles, & car batteries to be repaired with electrical parts instead of repair kits If it’s broken, the electrical parts are what would need repair. Oil & duct tape won’t work. Changed animal hide clothing to be repaired with animal hide If you had leather, you probably wouldn’t need to be repairing your animal hide clothes in the first place Changed hunting knife & machete to be repaired with repair kits instead of forged iron A low durability blade probably needs sharpening rather than replacing, in which case a repair kit seems a closer analogue to an oilstone or strop Changed stone axe, stone shovel, & wooden bow to be repaired with plant fibers I figure the fiber would be the part that wears out fastest, and needs repairing most often Changed crossbow to be repaired with leather I figure the string would be the part that wears out fastest, and needs repairing most often Changed material & repair material for sunglasses & derivative eyewear from metal to plastic Plastic is most likely for the frames and the lenses, and repairing them with “broken” glass would feel weird Re-enabled repair properties for scrap plastic & electrical parts So that these work to repair items Raised block damage on machete to be as good on wood as an iron fire axe Machetes are specifically designed to chop wood, plus they’re rare and un-craftable in this game Increased economic value of crossbows by 50% To match the crossbow’s status as an endgame weapon (for now) loot.xml Added padlock to locker loot Lockers often have locks. Besides, padlocks were only found in 1 group. Added wood, plastic, iron, rotten food, beverages, & candy tin to locker loot Representing shelves & other scrappable items inside, and abandoned lunches Removed hats, paper, & gunpowder from locker loot Redundant with other groups already included Added quests & treasure maps to locker loot These follow naturally wherever books & paper are found Rebalanced probabilities of items found in locker loot Some things were so rare, you’d probably never find them Guaranteed Working Stiffs and other store-specific crates will have a minimum of 1 item No one would bother to package and seal a crate if it’s empty Reduced clothes found on generic zombies In playtesting I was finding too many clothes Reduced loot from cars back closer to vanilla In playtesting I was finding too much valuable loot, and duplicates Switched cars to use junkPersonal loot group instead of junk So you don’t find plant fibers, door knobs, etc. Added aloe cream to medicine loot Representing various first aid creams & ointments Made separate loot group for desks So that they don’t have clothes, while keeping the wooden drawer sounds Reduced chance of finding a crossbow on corpses I was finding them too often Added new “office supplies” group including paper, books, wood, iron, plastic, tape, glue, & electronic parts for desks & filing cabinets Representing things like pencils, pens, rulers, markers, staplers, calculators, etc. Replaced ammo in desks with pistol+ammo (still a rare find) A pistol seems more plausible than other weapons Reduced chance of finding pistol+ammo in toilets Finding it once is neat, but you would find too many over the course of a game Added vitamins to desks & filing cabinets Seems as likely to find as painkillers Increased quantities of glue you find at once To reduce the clutter of finding tiny amounts of different things Added extra chance for cop zombies to drop shades The classic cop look isn’t complete without these stylish aviators Adjusted air drops to drop fewer types of food at once For reduced clutter quests.xml Reduced number of screamers & animals you need to kill for various challenges Difficulty aside, you could go many days before the game would spawn, say, 5 rabbits. It was more luck than challenge. recipes.xml Changed calipers recipe to require brass instead of steel Recipe was broken since steel isn’t a forge material Reordered flashlight recipe so it scraps to electrical parts You would salvage the more valuable part weathersurvival.xml Reverted EnclosureDetectionThreshold, DryTempCutoff, DryPercentPerSecondPerDegree, CoreTempChangeRateWhenDry, CoreTempChangeRateWhenWet, BaseOutsideTempChangeWhenWet, OutsideTempChangeWhenInSunCloudScale back to vanilla values These changes either had no effect, the effects were poorly understood, or the problems they sought to fix weren’t adequately investigated. I’ll stick to biome temperatures & insulation values until these variables are better understood and/or less buggy. Known Issues The flashlight makes no sound when you hit something with it, because the game can’t find an appropriate particle effect
  7. Now. Thanks for your patience, everyone. ComSenMod 2.5 is now available. See the link on the first post. The full change list is coming up.
  8. Upcoming Update Version 2.5 of ComSenMod is nearing release, and is expected to be the last pre-A16 version. I don't know how many people like to use mods but don't like to jump on to experimental right away, but this one will be for you . I've spent more time spot-checking the specific changes I've made this time, instead of trying to test everything through a natural playthrough. Some highlights: No more cinder blocks on the roads. They're replaced with a hopefully better-looking variety of debris. Many fixes to item/block materials, which affects things like scrapping, repairing, and sounds. In particular, plastic continues to develop into a 'real' material with more sources and uses. Books give you action skills. For example, reading a pistol book now raises your pistols skill. This spreads the utility of duplicate books out to more skills, and puts scavengers on more even footing with grinders. Among other loot changes, sealed crates like Working Stiffs are guaranteed to not be empty. Reverted most of the weathersurvival.xml changes. I bit off more than I could chew trying to rebalance the weather system. But it's still working great - better than vanilla - with my changes to insulation (clothes only warm you) and biomes (the world is colder overall to compensate). I'm on Day 4 of my 'real' playthrough where I assess the balance of everything together. I would like to fix the issue where hitting something with a flashlight makes no noise because it can't find the appropriate particle effect, but unless someone can help with that it may have to stay as a "known issue."
  9. Thanks, Cork55. In that case, ComSenMod is fully compatible with disabling bears, because it doesn't affect the entitygroups.xml file. I looked at trader spawning, and it seems they only spawn in the wilderness. That is, in RWG they aren't found in town. However, I've decided to wait and see how A16 affects this, since it completely overhauls the generation of towns with districts, more sprawl, less regular layouts and whatnot. Also, I missed Walking Dad's suggestion on expanding treasure loot until now. Not sure I see the reason to dilute treasure chests - then they wouldn't be treasure chests, no? I can see how you'd find most of the treasure useless, since disabling traders changes the balance of things dramatically. But I'm not sure how one mod could be balanced to reconcile people that play with traders and people who don't. One or the other side would get disappointing results at least some of the time. What I have done which I think you'll like is change air drop crates to include canned food and armor. The stumps are also overhauled to be more like a 'survival stash.' Not a full bug out kit by any means, but at least some handy things you'd stow on a hunting trip. I'm inclined to agree with you that vending machines wouldn't suddenly start taking tokens instead of old cash, at least from what little story we have to piece together at this point. I better think more before committing to that change, though. I suspect the devs have a good reason, like not wanting the clutter of 2 different currencies. It's shaping up that the most changes in the next version will be items related. A lot of things in vanilla aren't using the most appropriate materials.
  10. Yes, I plan to update ComSenMod for Alpha 16. At this point I'm hoping to merge my changes into the A16 files once experimental is released. I anticipate the files affected won't change too much between A16 experimental and A16.0. It's helpful to take an 'all or nothing' approach to the files, either making a lot of changes to an .xml or none. I have about 40 more edits I've done locally. Once I get through my to-do list, I'll test it for balance, and I'll see how close we are to A16 experimental then. One thing on my list is to look at the quantities of items traders sell. My goal is not to make the game easier, however I am interested in adjustments so you don't find nearly worthless quantities of things. For instance, if hypothetically you could buy concrete mix, but only enough to make 2 blocks, it's almost not worth having it in the store. I haven't found the prices to be unfair, but maybe I just like treasure hunting more than other people. I'll look at the frequency of traders in RWG since you asked. Calipers are easier to acquire in ComSenMod, indirectly. If you find the tool & die set, you can use it to forge a set of calipers. This avoids a weird situation where you can make rockets, but not bullets. I've discovered the recipe is broken in the current release, but I've fixed it locally. In ComSenMod, books are found in backpacks, because that makes sense. So finding your minibike book and so on would be a bit easier. It's not immediately apparent where bear spawning is controlled. Which file are you changing for that? In general, you should install ComSenMod first and then make any further changes, since you'll be changing less than ComSenMod does.
  11. Good question. When Alpha 16 drops, I intend to merge ComSenMod with Alpha 16 vanilla before I play. From what I've seen, I don't think 15 vanilla -> 16 vanilla is going to change much of the things that ComSenMod changes. Of course, Gazz could do a zillion balance changes right before release. In any case, I want to try it out before the first A16 version of ComSenMod, so I don't give you guys something broken. Would you prefer something else?
  12. You probably just haven't found the book yet. Both shotgun books are in the "common books" group. So they can be found in these places. [table=width: 600] [tr] [td]books [/td] [td]junkPersonal [/td] [td]junk [/td] [td]backpacks [/td] [td]cardboard boxes [/td] [/tr] [tr] [td]dressers [/td] [td]safes [/td] [td]mailbox [/td] [td]suitcase [/td] [td]lockers [/td] [/tr] [tr] [td]file cabinet [/td] [td]purse [/td] [td]bookcase [/td] [td]Hazmat zombie[/td] [td][/td] [/tr] [/table] I play with 50% loot, too. So there must be another reason. I notice your HUD is not the vanilla HUD. What other mods are you using? ComSenMod is set colder than vanilla by ~14° C. I notice you are more wet in the second screenshot. Do you also see a 35° C difference when you are dry?
  13. ComSenMod has the same shotgun recipes that vanilla has. I checked this. I also checked in the game, and I can assemble both types of shotguns if the character knows the recipes. Are you sure you read the book to unlock the recipe? <lootgroup name="ammo" count="1,3"> <item name="steelArrow" count="6,12" prob="1.25"/> <item name="9mmBullet" count="10,20" prob="1.25"/> <item name="shotgunShell" count="5,10"/> <item name="10mmBullet" count="10,20"/> <item name="762mmBullet" count="10,20" prob="0.75"/> <item name="44MagBullet" count="6,12" prob="0.25"/> </lootgroup> ... <lootgroup name="militaryammo"> <item name="10mmBullet" count="20,40"/> <item name="762mmBullet" count="15,30"/> <item name="shotgunSlug" count="3,7"/> <item name="rocket" count="2,4"/> </lootgroup> I do not understand why this is happening. You should find the amounts shown above (unless you also find a complete weapon). I wonder, what loot settings do you use? 25%, 50%, 100%, etc. Thank you. I added trader quantities to my list of things to re-balance in the future.
  14. I will use simple English to help us communicate. In ComSenMod, a person wearing shorts is warmer than a person wearing nothing, and a person wearing long pants is warmer than a person wearing shorts. The player does not get colder when they wear clothes. It is supposed to be this way. I did not change when it snows. I made every biome colder. For example, the base temperature in the maple forest is between -40° C and -23° C. In vanilla it is between -26° C to -9° F. Two questions: Can you please post a screenshot of the character screen, like The Lorax, so I can see exactly what you are wearing when you are freezing? If you start a new game, instead of a saved game, is the problem the same?
  15. Hey, xyth. I can't send you a private message because your quota is full, so I hope you see this and don't mind me posting it publicly. Thanks for asking about using ideas from ComSenMod in True Survival SDX. You have my permission to go ahead with that. It looks like you and Spider properly credit other modders and their mods, so I trust you to do things right.
  16. Thanks for your testing. In your screenshot, you're in the coldest biome, you're as wet as possible, and you're wearing mostly plant fiber clothing with no coat, which I made 'pound for pound' the least insulating material. So you being very cold matches expectations. One way it might be broken is if you're never able to warm up, because you dry slower when you're cold. I reduced this effect from vanilla, though, since it's a negative feedback loop. I checked buffs.xml for buffs that affect your core temperature. None of them are changed from vanilla. These are the values: yucca juice, red tea -10 coffee, stew +10 snowberry juice +15 fire +30
  17. biomes.xml makes all biomes 25 degrees colder. items.xml rebalances how warm all the clothes are. weathersurvival.xml changes how things like wind and water affect your temperature. If it's really unplayable, you can revert those files, although you'll lose other changes. I tested the temperature and clothing changes most in the pine forest, but also in the maple forest, burnt forest, desert, and wasteland. All biomes were changed by the same amount. I tested all kinds of different clothing over multiple weeks, and it felt really good! So this feedback surprises me. Can you tell me what biome you were in, and everything you were wearing? Also, were you wet at the time, and were any buffs active? This information is really important for me to be able to fix it.
  18. Thanks for the praise and suggestion! It's true that the game glosses over processing logs into lumber, which is nontrivial in reality. At your suggestion, I considered two ways it could be implemented: via a station, or through hand crafting. For the station approach, you'd take logs to a table saw, comparable to the cement mixer. The problems with this would be: A) For now, I'm not prepared for ComSenMod to add new art assets to the game B) It creates more unanswered questions downstream. The major ones are, how do you get a saw station? And if you don't have one, how does the lack of usable wood affect your ability to survive and progress through the early game? Alternatively, you could craft logs into lumber by hand. As it turns out, we know how this would affect gameplay, because the game was this way before Alpha 13. TFP concluded that the only thing that logs (and other intermediate ingredients like metal strips and blades of grass) added to the game was clutter and extra time processing. So a guideline emerged where if A -> B -> C, and B doesn't have uses other than turning into C, B is removed. I can appreciate their reasoning, so I'm not yet convinced that going back to logs would improve gameplay. I think it's necessary to accept a level of abstraction - that some steps are extradiegetic, assumed to happen 'off stage' for the sake of skipping over what would be tedious to act out manually. I think common sense is maintained so long as that acceptance is achieved.
  19. This is part 2 of 2 for version 2.0's change list. Enjoy! loot.xml: Replaced coffee beans in sink loot with buckets This group is also used for public bathrooms, where coffee beans would be an odd find. Made all water murky, except when found in coolers, fridges, beer coolers, and shamway boxes In the age of a zombie infection, you can’t assume random water you find on a corpse is safe to drink Added water & canned food to air drop loot Complements that clean water is harder to come by. Not sure why the airdropfood group wasn’t enabled. Added jackets wherever clothes or warm clothes are found Jackets were effectively disabled from the game. They offer another tier of warmth. Removed medicine from stumps It didn’t feel right to find a beaker in there. Stumps had enough different goodies as it is. Added goggles to warm clothes Ski goggles are cold weather gear, and they have a warming effect now Reduced amount of survival stash loot found in stumps I was finding too much good loot in the pine forest Increased quantities of arrowheads, while reducing the chance of finding them Incorporating feedback to reduce the clutter of finding a near-useless amount of something Increased minimum quantities of items in ammo & military ammo loot Incorporating feedback to reduce the clutter of finding a near-useless amount of something Removed duplicate entry for paper in locker loot Assumed to be an oversight Standardized quantities of paper found, outside of books & filing cabinets Incorporating feedback to reduce the clutter of finding a near-useless amount of something Removed rotten flesh from cold food loot Establishing a general convention that refrigerated food isn’t spoiled, while other food may be Removed some car parts from car loot & added other stuff you might find inside There might be a drink in the cup holder, a flashlight in the glove box, or motor oil in the trunk. But if you want radiators, springs, and engines, you’ll have to harvest the car rather than loot it. Added snowballs to cold food loot Representing ice buildup on the wall of a cooler or freezer, which still has value to a thirsty survivor Increased minimum quantities of military fiber, potassium nitrate, oil, springs, cloth, gunpowder, scrap metals, wood, nails, casino tokens, bullet casings, feathers, grass, dirt, plastic, forged iron/steel, & leather found at once Incorporating feedback to reduce the clutter of finding a near-useless amount of something Removed old cash from junk loot People don’t just throw away money. Still found on bodies. Increased amount of loot in fridges They were set to have less loot than coolers & shamway crates, despite being larger Added beverages to fridge loot More consistent with other food containers. Refrigerating an empty jar is unusual, so now it will happen less often. Added books to backpack loot Books in a book bag? What an idea! Replaced glass panes in junk with broken glass If it wasn’t broken, it probably wouldn’t be in the trash. They were only good as forge material, anyway. Added cooking grill to oven loot & split probability of finding either The grill’s usefulness is already overshadowed by the pot. It shouldn’t be overly rare, too. Added broken glass to medicine cabinet loot Represents ‘scrap glass’ from glass vials and broken mirrors. Fits the game’s dilapidated look. Removed hazmat gear from regular zombies These clothes are too special case for any old zombie to have on them Slightly decreased chance to find mining helmet in cars Flashlights are more believable, and they appear more often now Added paper to cop & nurse loot For an air of authenticity: these jobs involve a lot of paperwork Added scrap brass to cop loot Representing their brass officer’s badge Reduced chance of finding flashlights in stumps & backpacks On further inspection, flashlights are meant to be rarer than I thought Cherry picked a few junk items for suitcases & rebalanced loot chances Suitcases are rare enough they don’t have to have common junk, much of which you wouldn’t find packed in a suitcase Added armor, crossbows, & old cash to corpse loot (the ones that are dead but not zombies) They needed more variety, so you don’t get too many magnum parts. These items better ‘tell the story’ of this fallen survivor, plus crossbows weren’t found in any loot. Added candy tin to fat zombie loot & rescaled loot percentages Fat people like candy Added treasure maps & nerd glasses to filing cabinets The map makes shuffling through all those papers worthwhile, while the glasses are because the poindexter using the file cabinet is absentminded Increased time to open suitcases, file cabinets, coffins, bookcases, dumpsters, and mortician’s drawers These are things that either take a moment to get open, or have lots of stuff inside to sort through Added trophies to football player loot If anyone should be carrying around a trophy, it should be these guys Created new “junkPersonal” loot list just for zombies & other bodies, with adjusted probabilities This way zombies don’t carry odd things like door knobs and candlesticks, but you can still find these in trash piles Added old cash and vitamins to junkPersonal loot People carry these things on them, and they’re no more valuable than the casino tokens and painkillers, respectively Added candles to junkPersonal loot Candles are thought of as lighters in this mod. Giving them to zombies allows you to start a fire without relying on specific PoIs. Removed rotten food, quests, & treasure maps from generic zombie loot Now redundant with junkPersonal loot group Moved facial piercings from generic zombie loot to clothes loot These could be found, rarely, wherever clothes are found. Individual zombie types have an extra chance of having them. Added junk to football player & utility worker loot For consistency with other UMA zombies Adjusted each zombie’s chance of dropping specific clothes On horde night you would get a glut of things like running shoes: more than you can even sell. Insured some type of clothing could be found on all corpses All zombies wear clothes (except ferals & animals), so it should be possible to loot clothes off of any of them. Zombies drop generic clothes if no specific clothes are specified or, in the case of strippers, cloth fragments. Took automotive loot out of air drop crates This was the one subset of working stiffs loot that didn’t fit well Added chrysanthemum seeds to seeds list If you can find other biome-specific seeds like aloe, you should find chrysanthemum, too
  20. Announcing Version 2.0 A new and improved version of ComSenMod is now available! See the first post for the download link. Since we're still on A15b8, I'm calling this version 2.0. Here's what's new. (part 1 of 2) biomes.xml: Made all biomes 25 degrees cooler Compensates for what people would typically wear, now that clothing doesn’t cool the player blocks.xml: Removed requirement to use a wrench when harvesting bird nests Wrenches look silly on organic things. Now you can bust it up with an axe, like a tree. Changed desks to use file cabinet loot instead of dresser loot Clothes in a desk is uncommon; this loot list makes much more sense Changed material for school desks from furniture to metal So that it uses metal SFX & VFX, and the pickaxe works better than a fire axe on them Changed wall ovens to use oven loot instead of cupboard loot Assumed to be an oversight. Cupboards are already abundant. items.xml: Redesigned insulation of all items so that clothing & armor can only warm the player The system wasn’t robust enough to support warming and cooling items. No more taking off your shorts when you get cold. More and heavier clothes = warmer, less and lighter clothes = cooler. Changed cigar material from cloth to plants, and added weight so it can be scrapped Cigars are rolled tobacco leaves, not cloth recipes.xml: Changed cornbread & blueberry pie recipes to use animal fat instead of water This is more true to life, and maintains the ‘water=pot’ convention. These foods didn’t hydrate you, either. weathersurvival.xml: Increased threshold before weather system considers you ‘inside’ from 15% enclosed to 25% enclosed Experimental - sounded too low, like it would almost always be in effect Decreased snowfall soak time from 5 minutes to 2 minutes Snow melts as soon as it hits skin, so IF you don’t have waterproof clothes, you should get soaked almost as fast as with rain. Let player get colder before they stop drying out (30 instead of 40) Should be forgiving, because there’s a punishing feedback loop where you get cold because you’re wet and stay wet because you’re cold. 30 is closer to the freezing point. Temperature has a less pronounced effect on how fast you dry out Lessens the feedback loop, and re-scales the curve to fit the above change Narrowed the difference in how fast player changes temperature when wet versus dry It looks like this affects how fast you cool down AND heat up. You shouldn’t heat up faster when wet, so this is a compromise. Expanded range of temperatures under which you heat up/cool down at regular speed If you’re not hot or cold, you don’t really need to warm up or cool down extra fast Reduced temperature drop when wet from 30 to 20 degrees This is very hard to model accurately without humidity, so wind will be a bigger factor as an approximation Disabled BaseOutsideTempChangeWhenWet Research indicates this is an absolute value that negated biome conditions. Increased the cooling effect of the wind Wind plays a bigger role in absence of other factors like humidity. Now wet skin can ‘feel’ twice as cold when it’s windy. Made a cloudy sky only warm you 20% as much as a sunny sky I researched what a good value would be, but in the end just went with what felt intuitive. Increased temperature shift when running to 10 degrees Running never had an appreciable effect on temperature. Remapped elevation’s effect on temperature to a parabolic curve once above ground This way you only really notice it getting cold as you get up ‘in the mountains.’ Less realistic, but remember we’re compressing thousands of real meters into 250 game meters.
  21. By dismantle I mean harvest, like animals. I personally have been playing with no loot respawn, so it's worth chopping up bird nests. You get those last few feathers, and the nest is destroyed so you don't keep revisiting nests that are already empty.
  22. Boy, it's hard to stop tinkering long enough to actually make a release. My local change list has grown to over 60 items. I was finally able to test weather survival in different biomes, and it feels good. Wear your coat inside, and you'll generally get hot. Venture naked into the pine forest, or worse yet jump in a pool, and you'll get cold. Walk through the desert, and you're hot in long sleeves, pants, and boots; but tolerably warm in tank top, shorts, and shoes. As before, the bulk of the changes will be loot related. People in the ComSenMod universe will soon stop carrying around doorknobs & candlesticks, cool actual beverages in their refrigerators instead of only empty jars, put papers inside desks instead of their clothes, and so on. One more highlight: you'll dismantle bird nests with an axe instead of a wrench.
  23. Okay, I see what you're getting at. I broke my own convention that if water's in the recipe, you use the pot. But intuitively, you don't boil breads or pies - you bake them. Grilling is the closest thing we have to baking. So I researched real recipes for cornbread and blueberry pie with a cornmeal crust. The real recipes use more shortening than water. So in the game, these recipes will require animal fat instead of bottled water. This kills 3 birds with one stone. It maintains the water=pot convention. It keeps these recipes on the grill, which makes the most sense It satisfies my desire to use animal fat as a cooking ingredient, in general. Neither food hydrates you, so this doesn't create an exploit to get free hydration, either. I think this will make the game better. I'll test it along with other changes for the next release of ComSenMod, coming soon™. Thanks for catching this, SenLim!
  24. I like this idea. The ability to empty out whatever's in the jar would be sensible. It strikes me as analogous to scrapping. I think you could scrap a full jar to an empty jar if empty jars were their own material. Then we wouldn't have to add a bunch of recipes. I have an item on my To Do list to scrap arrows to get either the arrowhead or the feather back, where I plan to use the same approach. It's just an area of modding I haven't tackled yet.
  25. Was it a gun safe or a munitions box? And, do you remember if there was a shotgun that came with the ammo? The concrete really makes no sense. There is no concrete mix in vanilla, and I just checked the concrete mix in ComSenMod. It only appears in Working Stiffs crates, and the quantity has always been between 100 and 200 units. <lootgroup name="workingStiffs" count="1"> <item name="pickaxeIron"/> <item name="shovelIron"/> <item name="fireaxeIron"/> <item name="hoeIron"/> <item name="clawHammer"/> <item name="wrench" prob="0.8"/> <item name="repairKit" count="1,4"/> <item name="woodFrameBlock" count="10,30"/> <item name="rebarFrameBlock" count="10,20"/> [color="#FFD700"]<item name="concreteMix" count="100,200"/>[/color] <item name="nail" count="10,40"/> <item name="wood" count="50,250"/> <item name="anvil" count="1"/> <item name="ironDoor1_v1"/> <item name="sledgehammer"/> <item group="nailgun+parts"/> <item name="calipers" prob="0.67"/> <item name="toolAndDieSet" prob="0.67"/> <item group="rareTools"/> <item group="automotive" prob="2"/> <item name="forgedIron" count="5,15" prob="0.21"/> <!-- together 2% per crate --> <item name="forgedSteel" count="3,12" prob="0.12"/> <item name="fertilizer" count="1,3" prob="0.5"/> <item name="electricParts" count="4,8" prob=".5"/> <item name="electronicParts" count="1,3" prob=".2"/> <item name="mechanicalParts" count="4,10" prob="1"/> <item name="scrapPlastics" count="4,8" prob=".4"/> </lootgroup>
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