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Crater Creator

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Posts posted by Crater Creator

  1. I think cornBread should stick to cookingPot because it requires bottledWater.

     

    Edit: Same goes to blueberryPie

     

    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!

  2. Can we add a way to craft emptyJar from "filled" jar?

     

    Example: you can just dump the water inside "bottledRiverWater" and it'll obviously turn to "emptyJar"

     

    Here is addition to recipes.xml:

    <recipe name="emptyJar" count="1">
    <ingredient name="bottledWater" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="bottledRiverWater" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="beer" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="coffee" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="goldenRodTea" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="grainAlcohol" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="redTea" count="1"/>
    </recipe>
    
    <recipe name="emptyJar" count="1">
    <ingredient name="snowberryJuice" count="1"/>
    </recipe>
    

     

    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.

  3. 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>
    

  4. Crater-Creator Fix the weather a good idea. Good mod, but there are deficiencies. To loot the number of items low. For example, two nails, one arrowhead, and four tokens... It would be good to increase the number of rounds in gun safes and cabinets, not less than 20. Found concrete mixture in amount of 29, why? You need at least 100, then it will be good. Will it be fixed?

     

    Okay, Tarch. You've convinced me. In vanilla, you find arrowheads in trash one at a time. In ComSenMod, you would find between one and five. But I see your point, that finding one arrowhead isn't fun even if it doesn't happen often. You might go a long time before finding any more, and in the meantime it takes longer to make one arrow and load it in your bow than it does to use that arrow. So based on your feedback, I went through all the loot and adjusted the "count" values for many things. For example, now you find between 4 and 12 arrowheads at once.

     

    If taken too far, this will make the game too easy. If you always find ten nails, for example, then it's like changing the recipe so a crate requires one nail, except things are bloated with inflation. You shouldn't always find as much as you need from one container. You should have to gather resources from multiple places sometimes. On the other hand, finding one nail from ten or more different trash piles is too tedious and hit-or-miss. So I set the junk group to have between five and fifteen nails.

     

    This is the philosophy I used when setting the numbers on about twenty different items. I'm testing my values now. I'm sure they'll need more tweaking before I'm happy with the result.

     

    I did not change the "guns+ammo" group, which gun safes use. I feel the number of rounds is already useful, especially because you find a weapon and ammo at the same time, and the weapon comes loaded with ammo. I feel that scarce ammo is part of the game, so maybe explain why you think more ammo is a good idea.

     

    I don't understand how you found 29 concrete mix. I set it to a range between 100 and 200 units. This matches the rebar frames, which have a range between ten and twenty units. Maybe I don't understand the effect of skill levels and loot settings as well as I thought.

  5. Also, a heads up for everyone. The big addition for the next version of ComSenMod will be fixes for weather survival.

     

    Weather survival in vanilla definitely defies common sense. Most of all, I've been tired of nonsense like warming up by taking off my shorts. As I fully anticipated, this rapidly snowballed into redoing the insulation values for all clothes, and then adjusting the biomes and weathersurvival.xml settings for balance.

     

    I'm currently testing my settings in single player (about to fight the first horde in a pine forest). I will *probably* release as soon as I'm happy with the balance & testing, rather than waiting for Alpha 16.

  6. Welcome to the forums, sbwebguy! Great to hear you're enjoying ComSenMod enough to use it on your server.

     

    Thanks for asking about making a derivative mod. You have permission, but I do ask that you credit me in anything you release based on ComSenMod. If your mod is mostly ComSenMod with a few changes, or a compilation of several mods including ComSenMod, or whatever the case may be, that should be clearly documented.

     

    Good luck with your mod. If you're agreeable, I might look at your adjustments some time and incorporate some of them back into a future version of ComSenMod.

  7. Searched for nests in the trees until I realized that this is fiction :) it would be Good to fix baked potatoes and he will prepare the coals without a grate. Add more recipes, such as fried potatoes with meat, fried potatoes with mushrooms, pizza... In the loot drops a little number of items: one nail, three coin, single arrowhead... Garbage bags in the woods all empty. After drinking meat stew is not refundable empty glass jar.

     

    I don't understand some of this, but I'll do my best.

     

    For cooking, I followed a simple rule. If you need water, then you use the pot. If you don't need water, then you use the grill. Maybe you're asking to cook a potato without the grill? As far as I know, you need a grill or foil or something so that the potato doesn't burn.

     

    At this time, I don't think ComSenMod will add any new assets to the game. There are other mods that do that. The goal of ComSenMod is to fill things out: to make the most of what's already in the game. So unfortunately pizza isn't feasible. However it would be nice to find some recipe to use animal fat - I see it as an underutilized resource.

     

    In ComSenMod you find more things like nails, coins, and arrowheads in one container. You need a lot of these things to be very useful, so ComSenMod gives you more at once in hopes of reducing clutter.

     

    It doesn't make sense that you lose the glass jar when you cook stew... but it doesn't make sense for the jar to reappear when you eat the stew, either. It's not a jar of stew, it's a bowl of stew. I think the common sense solution for this would be to change the model from a glass jar into a disposable paper cup. Then it would make sense that the container disappears when you cook the stew. However, I'm hesitant to make the jump from xml edits to new artwork, because it'll probably make it harder to use ComSenMod in multiplayer.

     

    This is kind of like requiring a candle to make a campfire - in my mind, the candle is actually a butane lighter. :) Then when I tried it, I realized candles are only found in one or two houses, so I allowed torches as well. Everyone starts with a torch, but it creates an interesting choice in the early game, and I can speak from experience that losing that first campfire before you've made any tallow creates a major survival setback. :)

     

    Currently I'm thinking about replacing some or all instances of bottled water with murky water, off a suggestion by Roland. What makes common sense here kind of depends on the nature of the zombie apocalypse - is it a super virulent strain of airborne pathogen that can permeate into nearly anything? If so, then other beverages you find are also probably bad. If not, then a lot of sealed bottles of water still exist that should be fine.

     

    There's also balance to consider. You find less water in ComSenMod because female zombies drop generic loot. Is that a big enough reduction to the amount of clean water you find? I'm doing my best to judge from my own playthroughs, but it's hard to draw a conclusion based on one person.

  8. Sure, AlienZ. ComSenMod is basically my way of sharing all the things I think are good ideas for everyone, or at least the subset of that which I've figured out how to change. So using it as the foundation or a component of your mod is like choosing my brand of ice cream for your sundae, and that makes me happy. :) I'd just ask to be credited if you share a derivative mod with others, so people know where those original ideas & leg work came from.

     

    I must be okay with these changes being assimilated elsewhere, since the second best outcome for ComSenMod would be for Gazz to look at it, say to himself "...that makes sense," and incorporate all the changes (that don't conflict with new stuff) into Alpha 16. :D

  9. Nice list :)

    I may have overlooked it but I personally think the chances of one or more whole guns in a gun safe is realistic, along with parts, suitable ammunition and repair kits.

    Sample loot (just examples, numbers just plucked from nowhere, not balanced)

    *hunting rifle

    *spare part(s) -hunting rifle barrel, hunting rifle parts or hunting rifle bolt

    *ammunition - 50-100 7.62mm rounds

    *repair kit(s)

     

    Not sure I understood. With ComSenMod, you can get repair kits in gun safes, where before that wouldn't happen. And if the game pulls from the ammo loot group, the chance of each type of ammo is better balanced. As it happens, gun safes don't use the ammo loot group; they use the guns+ammo group, which is what allows you to find a hunting rifle and hunting rifle ammo, specifically, at the same time.

     

    So in short, it sounds like you'd be as or more happy with ComSenMod as you are with vanilla :).

  10. I was reading through your change list and thought that I can implement some of your ideas into my game, so I started highlighting the ideas I like. I ended up highlighting almost all of the document!

    I am going to merge those ideas into the War of the Walkers mod that I am playing.

    I already merged some ideas from other mods as well and I'm really starting to enjoy the end result. I think after I'm done adding your ideas it will bring some much needed balancing to my mod bundle.

    Thanks for your hard work and creativity!

     

    That's so good to hear, AlienZ! Let me know how it plays out!

  11. Hm, I thought you were done, didn't mean to break your post string.

     

    I guess you could say Guppy is now

    16x9

    ...on my list.

     

    The real problem is you can't reserve a post reliably, because if you reply too soon it'll append it to your first post.

  12. And lastly for now, anyone is welcome to incorporate ComSenMod into their own works, but I'd appreciate it if you'd credit me, Crater Creator, if you do. Or to put it formally, ComSenMod is released under the CC BY license. I will gladly take an opportunity to put out a Terms of Use that isn't 10 pages of legalese. :)

  13. Change List - Part 3

     

    quests.xml:

    • Updated bedroll quest to match new recipe
    • Updated campfire quest to match new recipe

     

    recipes.xml:

    • Changed bedroll recipe to require cloth & cotton

      A bed is valuable for gameplay and imparts a degree of permanence. It should take more than 5 seconds worth of effort to make one. Helps justify very abundant cotton plants, and could deter PvP griefers.

    • Added calipers recipe requiring tool & die set

      Addresses the odd situation of finding the tool & die set before you find calipers, which means you can make rockets before you can make bullets. Tool & die sets are for making tools, so it works.


    • Added alternative steel arrow & steel bolt recipes using plastic and a workbench instead of feathers

      This pairs with more abundant scrap plastic. Players can use more ‘high-tech’ plastic fletching to complement more ‘high-tech’ steel arrowheads.

    • Changed exploding crossbow bolt recipe to use scrap plastic instead of feathers

      This pairs with more abundant scrap plastic, and reflects the higher-tech nature of these ammunitions.

    • Reduced electric parts needed for flashlight to not exceed other craftable lights

      Flashlights are smaller and less complex than wall lights, so they shouldn’t require more electric parts.

    • Added candle/torch to campfire recipe

      You can’t make a fire with just rocks. You need a source of ignition. This changes the early game radically, but is pivotal for this to really be considered a survival game.

    • Reduced smelting time for brick blocks by about one third

      The long forging times are a side effect of bricks being all clay. In short, when you compare the hit points of various materials as a function of the time to make them, brick was not competitive.

    • Changed food recipes that don’t use water to require the grill instead of the pot

      The grill was underutilized. There was almost no reason to get one. Now both the pot and the grill offer a number of food options.

    • Changed blunderbuss recipe to use brass instead of forged iron (doesn’t require forge)

      By the time most players could make a blunderbuss, they’d moved on to better weapons, so the blunderbuss didn’t fill any role.

    • Added alternate mining helmet recipe that uses ZU football helmet

      The ZU football helmet is just a different color; it should work the same

  14. Change List - Part 2

     

    loot.xml:

    • Added small chance to find precious metals in cupboards & drawers

      This represents finding fine silverware.

    • Increased quantities found for some stackable junk loot, like nails

      Finding one nail at a time is useless; it just takes up inventory space. Finding a handful of nails is at least equally plausible and more likely to be good for something other than scrap.


    • Added scrap iron to junk

      Representing all the random stuff people throw away containing iron or other cheap metals

    • Added clothes to junk

      Old clothes get thrown away. Naked in the apocalypse, you’d be happy to wear dirty rags.

    • Added plant fibers & dirt fragments to junk

      Representing yard waste & decomposing matter, and that junk tends to be dirty.
      :)

    • Made first aid kits twice as common as other rare medicine

      They’re less valuable than beakers, antibiotics, blood draw kits, and first aid schematics, so they should appear more often.

    • Added medicine to lootable backpacks

      Medicine’s just a sensible thing someone traveling with a backpack would pack.

    • Renormalized backpack loot probabilities

      No effect on gameplay, just easier to compute at a glance

    • Added scrap plastic to medicine & sinks

      Representing old plastic bottles one would find under sinks and wherever medicine is found (mostly medicine cabinets)

    • Increased probability of old cash from safes

      Safes are where the money is.
      :)

    • Added iron club to zombie cop loot

      Representing a billy club

    • Added tools to garage loot

      What garage doesn’t have some tools lying around?

    • Added working stiffs loot to airdrops (including chance to spawn rare tools like calipers)

      The army is enlightened enough to realize you don’t just need stuff, you need things for making stuff. Teach a man to fish and all that.

    • Added eggs, feathers, and mushrooms to hollow stumps

      Representing that dead stumps may be home to nesting birds and growing fungus

    • Added clothes and books to suitcases

      What do people pack in suitcases? Clothes, mostly. Maybe a book to read. This isn’t rocket science.
      :p

    • Replaced instances of Sham sandwiches in loot with all types of rotten food

      A sandwich contains meat and bread. But since you can’t scrap a sandwich to get either of these (material=“organic”), zombies should drop the pieces sometimes instead of the whole sandwich.


    • Added repair kit to guns+ammo loot group

      It makes sense people would keep materials for repairing/maintaining their guns with their guns and ammo.

    • Added goldenrod & red tea to beverage loot

      No reason not to add these: they’re drinks you’d find in coolers where this loot group occurs, and their value lies between beer and water

    • Reduced container size for purse and bird nest from 12 to 8

      These container’s capacities didn’t reflect their small physical size. 8 is small enough to notice, without being too small for the loot they might contain.


    • Increased max number of casino tokens from cash registers by 50%

      I found that I never got enough tokens from a store to be able to buy something from its vending machine, which makes the convenience of having vending machines in different stores irrelevant.


    • Split backpack loot between ‘cupboard’ food and rotten food

      This reflects that some people packed perishable food in their backpacks, which are often moldy and decomposing by now.

    • Doubled max amount of loot in dumpsters

      Dumpsters are big. Their container grids are large, but they only spawned as much loot as a small trash pile. It’s still junk, there’s just more of it.


    • Increased Utility Worker’s chance of dropping tools

      If there’s one zombie you’d expect to be carrying a hammer, wrench, or other tools, it’s this guy.

    • Added a number of Working Stiffs-type loot to Utility/Construction Worker zombie loot

      Same. This changes the zombie from merely looking different into a sought-after target.

    • Removed books from Mortician’s Drawer

      Why would there ever be a book in there?

    • Added facial piercings to skateboarder zombie loot

      It fits the skateboarder stereotype.

    • Added facial piercings & black bandana to biker zombie loot

      It fits the biker stereotype.

    • Replaced beer with grain alcohol in farmer zombie loot

      Anyone can drink beer. Homegrown moonshine has more backwoods charm.
      :)

    • Added overalls to farmer zombie loot

      It fits the farmer stereotype.

    • Moved trophies out of filing cabinets and into safes

      Keeping a trophy in a safe seems much more plausible than keeping it in a filing cabinet. Who does that?

    • Slightly increased possible feathers & eggs per bird nest

      Offsets lower nest frequency

    • Added rare medicine to Pop n Pills loot

      If a football player can drop a first aid kit schematic or a beaker, surely you should be able to find them at a pharmacy.

    • Reduced amount of medicine you can get from airdrops

      On the default 3 days between airdrops, you accumulate too many antibiotics and beakers

    • Doubled amount of loot you can find in cars

      Cars are larger than other containers. They have more grid space and they occupy many blocks, so it makes sense that, like dumpsters, they can hold more things.


    • Increased max forged iron or steel you can find from several containers from 2 to 10

      You can’t do anything with 2 forged iron/steel, and they’re too rare to accumulate enough from multiple sources to do anything. I assume this is a holdover from when it took less iron to make things.


    • Reduced container size of gas pump from 32 to 20

      Only gas spawns in gas pumps; there’s no need for extra space

    • Made new loot list for coffins

      Coffins should have bones & clothes over random junk

    • Standardized sources of scrap plastic, other than UMA zombies, to spawn 1-8 units

      You can’t do hardly anything with 3 units of plastic

    • Added bucket to tools loot group

      Buckets weren’t found in any loot. This puts them alongside other common hardware.

    • Added military armor & hazmat gear to airdrop loot

      If they’re willing to give you military weapons, they should be willing to give you military armor.

    • Transferred hazmat gear from lumberjacks to nurses & doubled probability to 0.02

      One would sooner expect a nurse to encounter hazardous materials than a lumberjack.

    • Added scrap armor to heavy armor loot group

      Scrap armor wasn’t found in any loot. This makes them appear rarely in backpacks.

    • Added concrete mix to working stiffs loot

      You’d find it in a hardware store and, like rebar, it’ll give a player a nice timesaving, versatile leg up on building.

    • Added a rare chance to find seeds and duct tape in mailboxes

      Trying to make mailboxes less boring by adding better things to rarely find. Also, these items weren’t found in many different places. Duct tape represents packing tape & other adhesives you could reuse.

    • Reduced amount of oil you find in junk

      Now it matches the amount you find in the automotive loot group

    • Switched garbage piles & dumpsters to use new “trash” quality template

      Junk now contains items with quality levels, which should be low quality since they’re junk

    • Loot found in trash (pile, dumpster, can) has lower quality by using a new quality template

      This became necessary now that clothes, which have a quality, are found in trash

    • Removed duplicate entry for coffee beans in seed loot group

      Assumed to be an oversight

    • Added black shades, worn boots to warm clothes loot group

      Where there are shades, there should be black shades. Boots are warm.

    • Adjusted probabilities of individual ammo types in ammo loot group

      They were all equal except for magnum rounds. They now better reflect the scarcity/power/skill level of each type and/or the weapons that use them.


    • Made new “survival stash” loot group to replace sporting goods

      Found only in tree stumps, many sporting goods weren’t relevant. Now it’s stuff someone would stash on a hunting trip.

    • Reduced chance of finding doorknobs in junk by half

      Doors now sometimes drop doorknobs when destroyed, so this is to keep the overall balance of brass roughly the same

  15. Change List - Part 1

     

    This is a list of all changes in ComSenMod relative to the vanilla game. For your reading pleasure, each change is accompanied by the reasoning behind it.

     

    biomes.xml:

    • Reduced max surface rock probability (found in clay subbiomes) from .025 to .015

      Aesthetically, the 2 rock models used are old Unity assets that look bad when repeated so often on screen

      Balance-wise, these were so abundant, you never needed to mine underground

    • Quadrupled chance of mining silver/gold/diamond ore in all biomes

      Don’t have a feature so rare the player never encounters it. That’s still a 1 in 1250 chance to hit silver, just among sub-biome blocks, and the other ores are rarer.

    • Reduced hollow tree stumps by 50%

      There shouldn’t be many of them within eyesight. It’s visually repetitious, and too many warm clothes growing on trees nullifies the unique challenges of the snowy biome.

    • Reduced bird nests by 50%

      Goes with another change to put ‘bird nests’ in trees, where players intuitively expect to find them

    • Reduced snowberries in forest subbiome by 50%

      They were unnaturally thick, and more abundant in temperate forest clay than any other place

     

    blocks.xml:

    • Moved harvesting car headlights from fully damaged state to somewhat damaged state

      The headlight is only visible in the intact and somewhat-damaged models. Besides, it would be broken long before the car is down to its metal chassis.

    • Added chance to harvest car batteries from undamaged cars

      Logically, car batteries are easily accessible and removable without having to strip down the car first.

      Balance-wise, players weren’t harvesting enough batteries relative to the number of headlights.

    • Any tree with harvestable wood has a chance to drop feathers when destroyed. Trees that also bear seeds have a 50% greater chance of feathers.

      Most birds make nests in trees, so players intuitively expect to find them there. This represents picking through any bird nests that may be

      in the tree after it falls, while the eggs break from the fall.

    • Doubled chance of harvesting mechanical parts from all stages of cars

      A car has far more bolts, gears, etc. than other sources of mechanical parts, like chairs and toilets

    • Changed coffins to use their own loot list

      Coffins should have clothes & bones over random junk

    • House front doors have a chance to drop doorknobs when destroyed

      The doorknob is clearly visible, and this is consistent with other brass fixtures in these houses

    • Bird nests drop wood when destroyed instead of plant fibers

      The nest’s material is set to wood. When you hit it, it sounds like wood, and makes wood particles.

    • School desks can be harvested for scrap plastic & iron

      The seat and desktop are made of plastic. It was probably set up before plastics & harvesting were introduced

    • Cacti drop wood when destroyed instead of yucca fruit

      Cacti were effectively just another yucca plant, and too much fruit makes hunger & thirst a nonissue. Now players will still appreciate the wood, from which the ribs of a real saguaro are made.


    • Blinds drop scrap plastic when destroyed

      These were probably created before the game had plastic as a material

     

    buffs.xml:

    • Increased splint effectiveness from 2x healing speed to 3x

      The healing time was still frustratingly slow when you consider a splint is the only and best remedy a player has, and how easily legs sprain and break.

     

    entityclasses.xml

    • Set basic female zombies to drop basic zombie loot instead of fat zombie loot

      This is expected to lower the overall amount of food from zombies considerably. It was probably an oversight.

     

    items.xml:

    • Increased chance of torches alighting enemies from 10% to 25%

      This is the one obvious thing players expect could happen when hitting a zombie with a torch. Torches aren’t trivial to make and are poor weapons otherwise; this helps the game ‘look right’ more than anything.

    • added weight to running shoes so they can be scrapped

      No reason these shouldn’t be scrappable like all other shoes. Probably an oversight.

  16. Click here to download

    Latest release: 5/9/2020

    Last tested with Alpha 18.4 b4 (Stable)

     

    Latest News: ComSenMod 5.0 is now available, with Alpha 18 compatibility and over 60 new changes!

     

    What Is ComSenMod?

     

    Common Sense for Loot and More
    ComSenMod makes hundreds of small changes, many of them to loot, to use what’s already in the game in a more common sense way.  Everything is carefully apportioned so that intuition and logic apply, without needing prior knowledge of the game...

    • People rarely keep their clothes in a desk, their canned food in a purse, or their trophies in a filing cabinet.
    • You can fit more in a big storage box than in a small storage chest.
    • The bigger the tree, the more wood it yields, and many trees contain bird nests.
    • Machetes are appropriate for chopping wood.
    • You can’t start a fire without a source of ignition.

    And so on.  At the same time, quantities are still fine tuned for gameplay, iteratively based on many hours of gameplay.  Many factors, including risk versus reward, rarity, tangible value, the progression curve over time, and utilization are taken into consideration.

     

    Zombies with Tailored Loot
    Zombie corpses can once again be looted directly for whatever low-level loot was on their person.  They might have some lockpicks, vitamins, or a brass wristwatch for example.  More lucratively, zombies drop more loot backpacks than in vanilla, and each type of zombie drops their own unique type of backpack.  If you want an axe or a chainsaw, you can selectively target a lumberjack zombie and hope he drops a backpack with one.

     

    Satisfying Portions
    Finding a couple of nails is nearly useless; it clutters your inventory more than anything.  So although ComSenMod doesn’t aim to increase loot overall, if you do find something, it will generally be enough to potentially change the narrative of your game.  Similarly, players get a bonus for destroying a tree or boulder completely, instead of leaving it partially damaged.

     

    Improved Day 1 Experience
    The starter quest is re-ordered based on increasing complexity and a player’s real priorities.  It’s enhanced via (English) localization text changes and more to be easier to follow, while teaching more about game functions and the interface.  It also adds safeguards against some ‘cheap’ Day 1 dangers, while adding authenticity to early game survival.

     

    ComSenMod isn’t aimed at making the game easier or harder.  It’s not meant to take the game in a wildly new direction with changes that are experimental or frivolous.  My hope is that ComSenMod can appeal broadly, to improve the game for all kinds of players and play styles.

     

    What’s New In ComSenMod 5.0?

     

    First and foremost, ComSenMod 5.0 brings compatibility with Alpha 18.  It ports over the changes that still make sense from ComSenMod 4.0, and it adds over 60 new changes in keeping with the mod’s continuing spirit.  I’ve gone over the full change list with a fine tooth comb to double check that everything listed is actually implemented and working.

     

    New in ComSenMod 5, things like weapons and mods are distributed comprehensively among zombie backpacks, so that no character builds are favored over others.  For instance, zombie cops can carry all types of pistol weapons in their backpacks, following the same tiered progression used elsewhere in the game.

     

    Experience points for killing all animal types are re-balanced so that the total reward (including harvestable materials) more closely matches the risk/effort required to kill them.

     

    Item icons are re-made to Alpha 18’s new, higher resolution standard.  There are a few brand new or newly enhanced icons, including an easter egg based on current events which I’ll let you find and hopefully enjoy. :)
     

    Installation

     

    Automatic Installation (recommended for Windows users)
    A. Download sphereii’s Mod Launcher app (http://7d2dmodlauncher.org/).
    B. Find ComSenMod in the list of mods and download & install ComSenMod directly from within the app.

     

    Manual Installation (recommended for other users)
    A. Move the Mods->ComSenMod folder from this download into your 7DtD installation’s Mods folder.
    B. Replace your 7DtD installation’s Data->Config->Localization.txt file with the Data->Config->Localization.txt file from this download.
    That’s it!

     

    ComSenMod & Other Mods
    Because it uses standard xpath syntax, ComSenMod should generally be compatible with other mods.  If anything, there may be conflicts in loot.xml or Localization.txt.

     

    Multiplayer
    For multiplayer games, every player should install ComSenMod on their own machine, in addition to the server operator.  Like with other mods, some data (like item icons) aren’t pushed from the server to the clients, so clients without the mod installed will get confusing results.

     

    Known Issues

     

    • Road debris sometimes floats above the ground, though it shouldn’t be any worse than the cinder blocks in vanilla
    • Some modified items (cigar, hazmat clothes, pumpkin soup) may not show their new stats
    • Hazmat zombies are supposed to resist catching fire, but this isn’t working
       

    Credits

     

    ComSenMod is solely developed by me, Crater Creator.  My thanks go to the good and knowledgable people of Guppycur’s Discord, and to sphereii for his Mod Launcher.  Source images for the item icons come from these sources.
    7DtD’s own icons included in the game
    https://shop.lodgemfg.com/images/L8GP3_L.jpg
    https://pxhere.com/en/photo/1194136
    https://www.pikrepo.com/faiiv/photo-of-gold-and-silver-colored-pad-lock-and-two-keys
    https://pixabay.com/images/id-1338433/
    https://pxhere.com/en/photo/1533247

     

    Feedback

     

    I love feedback! Please tell me what you think right here in this thread.

     

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