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ComSenMod (now for A18)


Crater Creator

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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.

 

Edited by Crater Creator
rewritten for CSM 5.0 (see edit history)
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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.

Edited by Crater Creator
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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

Edited by Crater Creator
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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

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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. :)

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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. :)

Bah, Nm then. I'll spend the 10mins editing the recipe xml. ;-)

 

(Cracking myself up since 1971)

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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)

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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!

Edited by AlienZ (see edit history)
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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!

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

 

Will do!

I am done merging in your changes that I wanted.

It turns out that some of the changes I wanted to add, Dwallorde has already catered for in War of the Walkers (mostly looting) :)

But, there was plenty of stuff that I could still add. My favorite is the bedroll recipe. I already had mine changed to require cloth, I don't know why I didn't think of requiring cotton for the stuffing!

In addition, I lowered the chance of the surface ores in the "easy" biomes and increased the chance of it in the "harder" biomes. Like wasteland will now spawn more surface ores and the forests will spawn less. I changed the campfire recipe to also require plant fiber and sticks. I added sticks from the true survival mod. I like the torch as source of fire. It will make the campfire less of a "I'll just craft a campfire and throw it down here" spam object.

I can't wait to start a new game, but I have some more merging to do.

Edited by AlienZ (see edit history)
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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 :).

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Hey Crater Creator,

 

I am working on a combo pack using War of the Walkers as the base mod.

Is it okay if I use some of the ideas from your mod?

I am adding things like your loot balancing and some recipe ideas.

This is for personal use and maybe sharing with my friends, but I might release it for public use if it works well for us.

Just wanted to know how "comfortable" you are with sharing your brain child. :)

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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

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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.

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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. :)

 

lol

Good way of putting it!

 

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.

 

Most definitely!

 

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

 

Good luck with that!

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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.

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