• If you have a mod, tool or prefab, please use the Resources section. Click Mods at the top of the forums.

ComSenMod (now for A18)

It's a delusion! One person will not be able to catch all the errors. Only the crowd has a chance to quickly identify problems, because of the different styles of the game.
Agree. I'm waiting for it too :)

 
I have a "common sense" request: That is that health items stack more than 5. Realistically, bandages come in boxes of 50 or 100. What do you think?

 
Boy, all you guys have me pleasantly surprised! I say that because after I released the last major version, 3.0, I didn't hear a peep from any users for two months. I can't complain; it's just weird how interest can wax and wane seemingly independent of the mod's development.

Given the increased interest, I've decided 3.4 is sufficiently tested for release. It doesn't make huge sweeping changes to 3.3, anyway, so if there are any problems they're likely 'just' balance related.

3.4 puts increased attention on different zombie types, particularly differences between the sexes. Loot is gender-specific (males won't carry skirts), and I've rebalanced the hit points on zombie types. The overall balance should be about the same, but I've shrunk the difference in hit points between males and females. Instead, they are differentiated by how much damage their attacks do. I hope this won't be controversial. I see this as implementing TFP's design decision to distinguish male & female zombies in a more authentic way.

I've just cleared up a logistical question with the mod launcher, and 3.4's release should follow shortly.

 
I have a "common sense" request: That is that health items stack more than 5. Realistically, bandages come in boxes of 50 or 100. What do you think?
I follow your reasoning, but I can think of two reasons for not doing this.

First, the many-bandages-per-box argument interprets that one unit of bandages in game means one bandage, but the game doesn't follow this conversion in general. Consider that the blueberry pie recipe requires 3 units of blueberries, or that the minibike holds 1000 units of gas. Clearly that doesn't represent exactly 3 blueberries, or 1000 cans of gas. It would also take more than one little band-aid to stop you from bleeding out, so I conclude that the units are not to be interpreted so literally.

Secondly, if the stack for health items is to be based on the mass or volume of health items, it wouldn't be right to only cherry pick health items. The same logic would need to apply to other items for the mod to maintain self-consistency. That would mean no more stacks of 1,000 buckets of concrete. People tend not to point out where realistically things would be less convenient. :)

 
ComSenMod 3.4 Now Available!

Just in time for, um, the second half of Thanksgiving weekend :whistle: , comes ComSenMod 3.4. As always, the download link is in the first post. This update contains bug fixes and performance enhancements.

Ha, just kidding. I give you REAL release notes.

Version 3.4 11/25/2017




  • Reorganized files to work best with 7D2D Mod Launcher
  • Synched files with A16.4 Stable


blocks.xml




  • Set storage boxes to use new larger container definition
    They’re bigger and more expensive to make than chests, and so should offer more space


entityclasses.xml




  • Scrap brass can be harvested from zombie dogs
    Representing brass dog tags, and adding more reward for killing a tough enemy
  • Greatly reduced minibike hit points
    The old value wasn’t balanced, making the minibike virtually indestructible
  • Narrowed the gap in hit points between basic male & basic female zombies, but reduced entity attack damage for basic female zombies
    Physical differences in e.g. upper body strength are better manifested in attack damage, rather than hit points. Unfortunately the game doesn’t support a random range of values to represent individual human variation.
  • Set feral zombies to use same loot lists as their non-feral versions
    Many were using fat zombie loot, which is tailored specifically for fat zombies
  • Assigned basic male & female zombies to use gender-specific loot lists
    So that, for example, males don’t carry skirts
  • Reduced hit points on fat Hawaiian shirt zombies
    Unlike cop zombies, these have no special abilities, loot, or appearance of strength to support the extra hit points over other fat zombies
  • Gave zombies Boe, old timer, farmer, & stripper the same hit points as other basic zombies
    These have no special abilities, loot, or appearance to support the extra hit points over other basic zombies
  • Reduced burnt zombie’s hit points
    To match their new, lower quality burnt loot


items.xml




  • Added handZombieFemale that does reduced damage
    If zombies are going to incorporate physical differences between males and females, let’s do it in an authentic way. Research indicates women have significantly lower upper body and grip strength, which would affect how hard they can attack with their arms, while the amount of pain or trauma they can sustain relative to men is less clear, which would affect their hit points.


loot.xml




  • Defined separate loot list for storage boxes
    They’re bigger and more expensive to make than chests, and so should offer more space
  • Added empty cans to canned food loot
    Anywhere you might find canned food, you might also find an empty can
  • Substituted cupboard loot in coolers with canned food loot
    Other cupboard loot, like seeds and paint, wouldn’t be found in coolers
  • Changed minibike wheels found in car loot to tires
    Representing a single spare tire, instead of a set of minibike wheels
  • Added eggs & feathers to mailbox loot
    A convenient place for a bird to nest in a post-apocalyptic world
  • Created separate loot lists for fat male & fat female zombies & increased chance of them carrying clothes
    So that, for example, males don’t carry skirts
  • Made a new ‘burnt junk’ loot list for burnt zombies and furnaces
    A lot of regular junk would be destroyed in a fire


recipes.xml




  • Added recipes for flagstone gable, brick gable, wood gable, and wood pyramid
    There are holes in the full upgrade path for these shapes, but this way players can still craft the blocks that already exist
  • Reduced time to forge newer brick shapes
    Applying the original adjustment to newer block shapes that hadn’t received the adjustment
  • Added alternate recipes to use clean water instead of murky water
    Clean water should work just as well; players shouldn’t lose out just because they boiled all their water
  • Added blueberries to paint recipe
    Red, blue, and yellow pigments are needed to create a full range of hues. Thanks, elementary school art class!

 
When I load up your mod it tells me I am on 16.3 B12, surely it should be 16.4 b4?
This is using the 7DTD Launcher by sphereii
Is your steam version set at 16.4 when you installed this mod?

 
Yep Alpha 16 Stable
That version information comes from the Assembly-CSharp.dll of the game, and ComSenMod doesn't touch the DLL. Can you re-verify you are running the latest stable in your steam folder?

 
Creator have you changed the properties for farming, the reason I ask is because I found some corn and potatoes already grown so I picked them and only got 1 each time, I changed them into seeds and it only changed them to 1 seed, so I am going around in a loop with no way to actually grow anymore food.

 
Creator have you changed the properties for farming, the reason I ask is because I found some corn and potatoes already grown so I picked them and only got 1 each time, I changed them into seeds and it only changed them to 1 seed, so I am going around in a loop with no way to actually grow anymore food.
Nope, that's vanilla farming for you. The key to farming is

good soil. You need to till the soil with a hoe to do better than breaking even, and fertilizer to get the maximal crop yields.
 
Hmm, strange. As a temporary work around, I added another entry to include SMX for you. Restart the Mod Launcher, and give it a try.
Thanks for the help sphereii. If it looks like something's wrong on my end, please let me know.

 
Thanks for the help sphereii. If it looks like something's wrong on my end, please let me know.
More than likely a bug in the My Mods portion where it doesn't see it as a valid link. Will get it fixed :)

 
Back
Top