Janna3921 Posted April 25, 2017 Share Posted April 25, 2017 I'm guessing that when alpha 16 is released you will do some changes in your mod to fit the changes. i'm hoping that the prices the traders ask is lower, and i wish there were more of them in rwg; they are way to hard to find. are you able to do some changes in that and if you can do you plan on doing so? what about the increase in finding minibike schematic? can that be done? they are hard to find. played once and in a three weeks, even traveling to the hub city, that has two book stores, and two towns that had stores, searching houses, trash bags, mailboxes, and other places i did not find a schematic for the bike. seems the book and calipers are hard to find. another question. when alpha 16 is released i will be modding the bears to not attack me. would downloading your mod have a effect on the bears, or would it be better to download the mod before the bears are modded? when you talked about ammo, is the ammo for the magnum to be increased? it seems to be one that i don't find much of the ammo yet have been able to find the gun parts easy. gun isn't much good if you don't have bullets. Link to comment Share on other sites More sharing options...
Crater Creator Posted April 26, 2017 Author Share Posted April 26, 2017 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. Link to comment Share on other sites More sharing options...
Cork55 Posted April 26, 2017 Share Posted April 26, 2017 The bear spawning is controlled in the entity groups.xml file. To disable them, simply comment them out in their respective entity groups. Link to comment Share on other sites More sharing options...
Crater Creator Posted April 27, 2017 Author Share Posted April 27, 2017 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. Link to comment Share on other sites More sharing options...
TARCH26 Posted April 27, 2017 Share Posted April 27, 2017 Crater Creator I think you need to do the binding on the dealer. This method radically changes the gameplay and is the game from the other side. It is not logical to make a steel axe or a shovel, but to buy from a dealer is quite real, as well as other delicate things. Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted April 27, 2017 Share Posted April 27, 2017 I wasn't suggesting you change traders etc, just explaining myself. In a post apocalypse I thought food might be valuable enough to bury out of the sight of bandits. Link to comment Share on other sites More sharing options...
Crater Creator Posted May 2, 2017 Author Share Posted May 2, 2017 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." Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted May 2, 2017 Share Posted May 2, 2017 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." Looking forward to trying it out! Link to comment Share on other sites More sharing options...
TARCH26 Posted May 9, 2017 Share Posted May 9, 2017 Crater Creator When lay version 2.5? Link to comment Share on other sites More sharing options...
Crater Creator Posted May 10, 2017 Author Share Posted May 10, 2017 Crater Creator When lay version 2.5? 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. Link to comment Share on other sites More sharing options...
Crater Creator Posted May 10, 2017 Author Share Posted May 10, 2017 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 Link to comment Share on other sites More sharing options...
The-Walking-Dad Posted May 10, 2017 Share Posted May 10, 2017 (edited) I like the look of these changes. But, personally, I thought the weather adjustments were quite good. Edited May 10, 2017 by The-Walking-Dad (see edit history) Link to comment Share on other sites More sharing options...
TARCH26 Posted May 10, 2017 Share Posted May 10, 2017 Crater Creator I understand correctly, the weather returned to standard? Link to comment Share on other sites More sharing options...
Crater Creator Posted May 11, 2017 Author Share Posted May 11, 2017 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 wetThe wind cools you down moreYou heat up more from runningElevation 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. Link to comment Share on other sites More sharing options...
TARCH26 Posted May 11, 2017 Share Posted May 11, 2017 (edited) Crater Creator The weather is not predictable. Located in a forest biome, at an ambient temperature of +17C, the snow fell. I have the feeling that there is a huge inertia (hysteresis), displaying the temperature not kept pace with the actual. Return characteristics of clothing on the standard. In the desert it is impossible to be, is overheating (completely naked). In the original version solved the problem hat, shorts or t-shirt. For cold biomes carry a jacket or raincoat. Reduce the radius of the heat from the fire and foundries up to 2 blocks. He is now obscenely large. Edited May 11, 2017 by TARCH26 (see edit history) Link to comment Share on other sites More sharing options...
Crater Creator Posted May 11, 2017 Author Share Posted May 11, 2017 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 shadeDrink yucca juice or red teaSwim in a lakeTake off my shirt or pantsEndure 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"? Link to comment Share on other sites More sharing options...
TARCH26 Posted May 14, 2017 Share Posted May 14, 2017 Crater Creator In this version the heat from the fire is normal. Link to comment Share on other sites More sharing options...
Crater Creator Posted May 15, 2017 Author Share Posted May 15, 2017 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. Link to comment Share on other sites More sharing options...
Crater Creator Posted June 4, 2017 Author Share Posted June 4, 2017 I just realized today that I accidentally released ComSenMod 2.5 with the old, 2.0 version of the Read Me/Change Log. I'll fix this in the next release, but for now, please refer to this post if you'd like an accurate account of what's new in the latest version. Link to comment Share on other sites More sharing options...
Proteus12 Posted June 4, 2017 Share Posted June 4, 2017 handheld player Could be modified 10x handheld player Because I hate punching to take 1hp at least 10hp To kill a zombie 45 from hp with hand 1hp player an eternity sorry about my English:butterfly: PS:tranqüilidade::PROTEUS SERVE 7 Days to Die :tranqüilidade: Link to comment Share on other sites More sharing options...
Crater Creator Posted June 9, 2017 Author Share Posted June 9, 2017 Thank you for the suggestion. Actually, your hand does 5 points of damage to zombies. <item id="70" name="handPlayer"> <!-- handPlayer must remain on ID 70 --> <property name="Extends" value="handMaster" /> <property name="IsDeveloper" value="true" /> <property name="HoldType" value="0" /> <property class="Action0"> <property name="Delay" value="0.75" /> <property name="Range" value="2.5" /> [color="#00FF00"]<property name="DamageEntity" value="5" />[/color] <property name="DamageBlock" value="1" /> <property name="Stamina_usage" value="3" /> <property name="DamageBonus.head" value="2" /> <property name="DamageBonus.organic" value="5" /> </property> ... <property name="ActionSkillGroup" value="Athletics"/> <!--use_action class="LiftUpTerrain" delay="1" use_time="..." gain_health="-5"gain_stamina="-20" gain_food="0" gain_water="10" gain_sickness="15" condition_raycast_block="77,78,79,80" sound_start="UseActions/player_drinking" /--> </item> If a punch did 10 points of damage, it would be more powerful than many weapons. There are about 22 weapons and tools that do less than 10 points of damage at minimum quality. I don't think it makes sense for hitting with your empty hands to do more damage than hitting while holding something. Yes, it takes a long time to kill a zombie with your bare hands, but why not just use a weapon? Link to comment Share on other sites More sharing options...
Crater Creator Posted June 28, 2017 Author Share Posted June 28, 2017 An update for everyone! I've finished a rough draft of the Alpha 16 version of ComSenMod. The bulk of the work has been to merge ComSenMod with Alpha 16's changes, but in the process a fair number of new changes have made their way in. I'm rolling with A16's values wherever possible, and I don't revert changes lightly. But along with the usual fixes & balances, highlights will include restoring a bonus when completely destroying a tree, and re-ordering the basic survival quest. I'll be testing this version in single player, and hopefully coop as well, before releasing it. With the big code merge done, and anticipating few changes between b119 and A16's release, I should be able to time a release shortly after A16 leaves experimental. In the meantime, now would be a good time to nominate anything new in Alpha 16 you think deserves the Common Sense Mod treatment. Link to comment Share on other sites More sharing options...
Crater Creator Posted July 23, 2017 Author Share Posted July 23, 2017 ComSenMod 3.0 Now Available! The long wait is over, and the first Alpha 16-compatible version of ComSenMod is now available! See the first post of the thread for the download link. Shout out to my buddy Vektros for being gracious enough to load ComSenMod onto his (private) server. As a result, this edition has been tested for balance on an unprecedented scale: hundreds of man-hours when you add up everyone's playtime. Version 3.0 Change List (Part 1/2) Merged all ComSenMod files with new Alpha 16 files Added .txt version of this Read Me file for server operators Known Issues The flashlight makes no sound when you hit something with it, because the game can’t find an appropriate particle effect Plywood and other road debris sometimes floats above the groundIt’s aligned to the bottom of its voxel and set as a decoration; that’s all the more that can be done as far as I know. Cinder blocks have the same problem. biomes.xml Adjusted biome temperatures to be a constant value colder than A16 vanilla’s temperature rangesA few biomes changed from A15, but the relative difference should stay the same Replaced whiteSidingWoodPanelBurnt7 with burntWoodBlock6Substitution for old block, which was removed buffs.xml Slightly reduced warmth from campfiresIt’s seemed too extreme in testing, causing an annoying amount of overheating blocks.xml restored 30% of the wood that dropped in Alpha 15 when destroying treesIt’s an incentive to not leave half-destroyed trees around, and makes sense that some of the wood isn’t accessible until the whole tree comes down Adopted vanilla behavior of school desks dropping scrap plastic on destruction instead of on harvestThe important part was for them to provide plastic Adopted vanilla value for scrap plastic dropped from destroyed blindsThe important part was for them to provide plastic Adopted vanilla chance of harvesting mechanical parts from carsThey were rebalanced to be more plentiful than A15, which was the original goal Changed old cabinet sink to use sink loot list instead of fridge loot listAssumed to be an oversight Re-implemented the non-centered plywood plate blockFor use as road decoration; looks & plays better than cinder block piles Added chance for intact and partially damaged cars to drop plastic when harvestedModern cars use lots of plastic Made hanging moss yield plant fibers when destroyedThat’s what they’re made of, and it can save you a trip topside in the early game Changed bedroll’s repair and fall items to cottonTo match its new recipe Changed material of bird nests from furniture to haySo that they’re weaker and make a more appropriate sound Reduced chance of planted trees dropping feathers by 25% (native trees are unchanged)To reduce the ability to ‘farm’ feathers in unlimited quantities Made burning barrels burn characters on top of themAs you’d expect from a fire entityclasses.xml Changed fat female zombie to use ‘fat zombies’ loot groupShe was using farmer loot, but she doesn’t look like a farmer Adopted vanilla experience points for killing dogsWildlife, experience points, and enemy behavior have all changed a lot since A15, so rolling back this change items.xml Reverted crossbow’s economic value to vanilla To reflect the crossbow’s demotion to a mid-game weapon Adopted vanilla value for gas can’s material “Fuel barrel” is more specific than plastic Adopted vanilla value for dynamite material Looks like it has its own dedicated material now Adopted vanilla value for running shoe weight The important part was for it to have a weight, so it can be scrapped Changed suit jacket material & repair material to cloth Same result as in vanilla, but necessary since it’s an extension of the jacket, which is now leather Adopted vanilla value for blood draw kit weight The important part was for it to have a weight, so it can be scrapped Adopted vanilla value for fertilizer material “Fertilized farmland” is more specific than organic Reading an armor book now increases “Clothing/Armor” skill Because light & heavy armor were merged into one new skill Reverted poncho repair material to leather It’s now treated as a leather poncho everywhere else Increased fullness & wellness from vegetable stew Compared to meat stew, it wasn’t high enough to justify the increased ingredients (5 potatoes, 5 corn, & 5 mushrooms) Reverted glue material from plastic back to organic Since you can turn bones into glue, you could in effect turn zombie corpses into plastic Increased fullness & wellness from blueberry pie For better consistency with other high-end foods, and to match its new recipe Made machetes harvest wood e.g. from trees, though with less yield than with an iron fireaxe A machete should still work in its original role as a wood-chopping tool Localization - Quest.txt Updated basic survival quest numbering, all languages Because the order has changed Updated basic survival quest info, English version Because some recipes have changed Enclosed all basic survival quest descriptions in quotes, English version For better readability of the file Added instructions to first basic survival quest on how to equip an item, English version This important step wasn’t covered Added explanation to “start a base” description Without more instruction, it’s not clear why you need to build blocks, besides that the game tells you to. Removed references to negative insulation in the hot weather tip, English version The mod overhauls insulation to always be positive materials.xml Enabled hay bales to be scrapped into plant fibers It’s logical, balanced, and you could do it before Link to comment Share on other sites More sharing options...
Crater Creator Posted July 23, 2017 Author Share Posted July 23, 2017 Version 3.0 Change List (Part 2/2) recipes.xml Changed machete recipe to require a workbench & forged steel instead of ironTo help distinguish the hunting knife as a mid-game weapon and the machete as a better, late-game weapon & tool Reverted torches to require tallow instead of animal fatAs a roundabout way of requiring a fire to make more fire (render the fat in a campfire) Changed crucible recipe to require glass instead of mechanical partsA crucible has no moving parts, so mechanical parts didn’t work. However some designs use clay with quartz sand, so glass is a closer analogue. The quantities of stone and clay required still make it a late-game item. Increased blueberries & cornmeal required for blueberry pieFor better consistency with other high-end foods, and to better reflect the abundance of different ingredients loot.xml Reduced chance of finding repair kits in basic guns & ammo lootI was finding too many of them in testing Removed padlock from automotive lootAutomobiles don’t have padlocks, and there was a lot of overlap with the tool group Reduced chance of finding night vision goggles in survival stash lootTo reflect their increased usefulness since A15 Rebalanced probabilities within backpack lootTo match the A16 shift toward more whole firearms Increased max forged iron found on lumberjacksFor consistency with other places forged iron is found Adjusted quantities of items in lab equipment lootFor consistency with similar occurrences of the same items Made cooking pots a more likely find than cooking grills in oven lootMatching the relative frequency in A16 vanilla Added paint to sink lootIt’s as or more plausible than finding it in a cupboard Adopted vanilla chance of finding guns in safe lootTo match the A16 shift toward more whole firearms Reverted quantity of loot found on generic zombies to A15 levelsThe day-to-day quantity of zombie corpses to loot isn’t higher, and the mod provides more variety so there’s less duplicate loot Slightly increased chance of finding a firearm in cop lootTo get closer to the vanilla A16 probability Adjusted quantities of cloth found in washing machine lootFor consistency with other places cloth is found Set cop, nurse, wight, & business man zombies to use the new junkPersonal group instead of junkjunkPersonal is more tailored to only include personal effects Removed paint tool from garage lootredundant with the tools group already part of this container Using dirty beverages in trash compactor loot instead of the old beveragesDrinks found in trash aren’t reliably safe to drink Adjusted quantities of loot found in new shipping crates & collapsed stationsFor consistency with similar occurrences of the same items Added electronic parts to collapsed battery bank lootRepresenting broken, but salvageable parts Added gas cans, electric parts, & mechanical parts to collapsed generator bank lootRepresenting broken, but salvageable parts Restored zombie stripper’s use of its own loot listAssumed to be an oversight Created new weaponAllBows loot group and used it for ranged bandits, cowboy zombies, survival stashes, & ‘hero’ cratesThere was a hole where several zombies drop compound bows or their parts, but the other bows are absent in loot Added ladders to working stiffs & garage lootLadders weren’t found in any loot, but they’re a very plausible find in these places, and useful for the early game Restored amount of loot found in pill cases to vanilla levelsThese aren’t the sealed crates I thought they were, and there was too much loot to find at a Pop ’n’ Pills Split chance of finding padlocks between desks & filing cabinetsYou might find a locked drawer in either, but rarely will it be a separate, non-integrated padlock Added facial piercings to zombie stripper lootShe has a punk look that makes them seem appropriate, or they can represent her nipple rings Increased chances of zombie strippers carrying junkNow that this zombie spawns in the wild at any time, she should carry less rare loot Increased quantities of ammo when found together with the appropriate weaponTo reduce the clutter of finding tiny amounts of different things, and to match the A16 shift toward more firearm use Adjusted chances of different loot from tree stumpsPlayers were getting a bit too much good stuff in testing Increased the maximum number of eggs players could find at once by onePlayers were finding too few eggs in testing, and 3 eggs is still very plausible Removed gold & diamond from cupboard lootOnly silver really makes sense, especially since cupboard loot is used elsewhere, like in coolers Added wood, duct tape, and plastic to skateboarder lootHe was dropping too many mechanical parts, so these less valuable materials represent other parts of a skateboard Removed paint-related items from airdrop lootThis was a consequence of using the Working Stiffs group in airdrops quests.xml Re-ordered basic survival quest chain to: wooden club, stone axe, bow & arrows, start a base, bedroll, campfire, craft clothes, wear clothes, find traderDo the handheld items first and the clothes last, because in practice defending yourself from enemies is a shorter-term threat than freezing or overheating. Make the club first, so that players have the simplest, single-ingredient recipe to follow when they’re first learning how to craft. As for the bedroll, until you build or collect something, any place you could respawn is as good as every other place. So start a base before putting down a bedroll, so there’s something to come back to. Make the campfire next, to facilitate settling in one spot instead of just placing important things wherever. weathersurvival.xml Let player get colder before they stop drying out (30 instead of 40) (reinstated from ComSenMod 2.0)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. Lowered the maximum rate at which players can dry from 10% per second to 5% per secondThe above change makes the theoretical maximum higher, and this should reduce how often you have to swim to stay cool in hot weather Link to comment Share on other sites More sharing options...
Crater Creator Posted July 24, 2017 Author Share Posted July 24, 2017 I decided to link to the new version's release notes in the first post, so you don't have to dig through the thread to see what's new. Link to comment Share on other sites More sharing options...
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