The-Walking-Dad
New member
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.
Looking forward to trying it out!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."
Now.Crater Creator When lay version 2.5?
<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>