PC V3.0 Sandbox Siege Sneak Peek

I've come up with a bunch of ideas for extra 3.0 toggles, maybe they'll be useful to make gameplay even more flexible.
(probably I should tag @faatal just in case)

World / Resources
  • Tree Abundance - decrease this value, so you value every acorn or pine cone you find. You'll need to start slowly reforesting the world before you can mass-produce spikes. A true dream for hardcore playthroughs.
  • Ore Vein Abundance - make ore veins more common or disable them entirely, so the player can only obtain metals from loot/salvaging.
  • Car Abundance - will completely rebalance the trader economy, it does not affect cars in POIs tho.
  • Wild Crop Abundance - have more or less wild flowers, mushrooms, yucca plants, and etc.
Weather
  • Storm Damage - make it stronger or turn it off completely.
  • Storm Warning - switch between: Text and Siren / Text Only / Off.
  • Fog Density - weather fog transparency, max value will be similar to 'weather fog 0.7' console command.
  • Fog Frequency - how often the fog weather occurs. Max value will turn the game into Silent Hill game with eternal fog.
  • Rain Temperature Modifier - make the rain dangerously cold for hardcore players (200%), or make it less annoying for casual players (0%).
  • Lethal temperature - on/off
Farming
  • Animal Panic Range - significantly makes hunting harder (300%) or easier by making animals more or less (50%) skittish.
  • Instant Crop Harvesting - enables harvesting crops by pressing E by default, like in older versions
  • Crop Seed Chance
  • Crop Yield Quantity - 0.5x / 1x / 1.5x / 2x
  • Stump Honey/Bees Chance
Misc
  • Crafting Time Modifier - make it faster (50%) or slower (200%). Or even instant (0%).
  • Scrapping Time Modifier - same, but for item scrapping.
  • Item Durability Modifier - faster or slower tool/weapon/armor degradation
  • POI / Biome Name - turn on/off the display of this on-screen announcement text when entering locations.
  • POI Tier Display - turn on/off red skulls.
  • Skill Points per Level - 1 / 2 / 3 / 4 / 5
  • Blood Moon Vultures - affects the behavior of vultures: Attack Vehicles / Attack Always / Off
  • Critical Injuries Chance / Duration toggles
  • Infection Chance / Speed toggles

Random Settings (Don't take this too seriously - just some fun ideas)
  • Air Drop Horde - adds a chance to spawn wandering horde nearby when someone loots an Air Drop. They can be replaced with bandits if they're added.
  • Random Landmines - generate landmines in empty areas (Wasteland Only / Everywhere)
  • Radiated Water - on/off. Contact with any water will cause radiation damage. No more easy smell removal. You can no longer collect murky water from water bodies with Jars when this setting is enabled.
  • Aggressive Hens - The probability that a regular chicken will be replaced by an aggressive chicken (0% - 100%)
  • Acid Rain - When enabled, rain will deal damage.

Oh, and a few more things that feel overlooked and could be improved in 3.0
  • Beer & Grandpa's Drinks should restore thirst.
  • Raw Animal Fat doesn't smell after being eaten, and has no dysentery chance for some reason. But it should, it's basically almost raw meat, and you mainly collect it from animal carcasses and roadkill-corpses.
  • Canned Pear smell for some reason even though it's just a fruit in sweet water.
  • Biome Smoothies have very high sell prices. They should be reduced to match other foods/meds. Perhaps their recipes should be moved to Campfire so that they fit even better into the gameplay and feel like other consumables.
  • I'd really like be able to craft Murky Water using snowballs and an empty jars, just like in the good old days. This will add an extra layer of immersion to the survival.
 
Last edited:
@meganoth

Any idea if it's possible to revert the zombie behavior where they attack the bottom block when they're trying to get into an area? I'd like if they couldn't duck anymore, but someone else mentioned how that would screw up the new spawning setups in newer POIs (where they spawn in already in a crouched/ducking position).

For the purposes of keeping zombies out of areas, block health has effectively been halved now that zombies target the lowest block first and then crouch to get through the hole they create. Before, they would attack the second block (from the ground), and once that was broken, they'd target the bottom block so they could walk through. I don't know if it's possible to keep crouching, or at least keep it for those spawning situations, but remove their abilities to crouch otherwise, and for them to attack the second block like they used to.

Possible, sure. (As I don't work for TFP I am the wrong person to ask though). But couldn't you simply halve zombie block damage in your game settings to get to the old balance?

It really is unfortunate that melee combat on horde night is made much more difficult through this while simply standing on some block of concrete is still very safe.
 
Any idea if there's a toggle for showing the zombie health bars? My group usually uses a server side mod to adjust that, which we can keep doing, but a toggle would be very convenient .
I think I remember reading that that would be one of the toggles. It would probably be a really easy one to add, so my money would be on it being included.
 
@meganoth

Any idea if it's possible to revert the zombie behavior where they attack the bottom block when they're trying to get into an area? I'd like if they couldn't duck anymore, but someone else mentioned how that would screw up the new spawning setups in newer POIs (where they spawn in already in a crouched/ducking position).

For the purposes of keeping zombies out of areas, block health has effectively been halved now that zombies target the lowest block first and then crouch to get through the hole they create. Before, they would attack the second block (from the ground), and once that was broken, they'd target the bottom block so they could walk through. I don't know if it's possible to keep crouching, or at least keep it for those spawning situations, but remove their abilities to crouch otherwise, and for them to attack the second block like they used to.
A couple of thoughts on this (untested)...

Place an extra block inside the bottom row so it's 2 thick. Zombies normally target a weaker point, so may be more likely to target the higher block this way. You could also put a floor layer that is at the same level as the bottom wall row so they have to climb up one to get in. I think either option would prevent them from crawling through.

They did update it to target the higher block more often, but it won't do it every time, so something like what I suggested may help with that.
 
I've come up with a bunch of ideas for extra 3.0 toggles, maybe they'll be useful to make gameplay even more flexible.
(probably I should tag @faatal just in case)

World / Resources
  • Tree Abundance - decrease this value, so you value every acorn or pine cone you find. You'll need to start slowly reforesting the world before you can mass-produce spikes. A true dream for hardcore playthroughs.
  • Ore Vein Abundance - make ore veins more common or disable them entirely, so the player can only obtain metals from loot/salvaging.
  • Car Abundance - will completely rebalance the trader economy, it does not affect cars in POIs tho.
  • Wild Crop Abundance - have more or less wild flowers, mushrooms, yucca plants, and etc.
Weather
  • Storm Damage - make it stronger or turn it off completely.
  • Storm Warning - switch between: Text and Siren / Text Only / Off.
  • Fog Density - weather fog transparency, max value will be similar to 'weather fog 0.7' console command.
  • Fog Frequency - how often the fog weather occurs. Max value will turn the game into Silent Hill game with eternal fog.
  • Rain Temperature Modifier - make the rain dangerously cold for hardcore players (200%), or make it less annoying for casual players (0%).
  • Lethal temperature - on/off
Farming
  • Animal Panic Range - significantly makes hunting harder (300%) or easier by making animals more or less (50%) skittish.
  • Instant Crop Harvesting - enables harvesting crops by pressing E by default, like in older versions
  • Crop Seed Chance
  • Crop Yield Quantity - 0.5x / 1x / 1.5x / 2x
  • Stump Honey/Bees Chance
Misc
  • Crafting Time Modifier - make it faster (50%) or slower (200%). Or even instant (0%).
  • Scrapping Time Modifier - same, but for item scrapping.
  • Item Durability Modifier - faster or slower tool/weapon/armor degradation
  • POI / Biome Name - turn on/off the display of this on-screen announcement text when entering locations.
  • POI Tier Display - turn on/off red skulls.
  • Skill Points per Level - 1 / 2 / 3 / 4 / 5
  • Blood Moon Vultures - affects the behavior of vultures: Attack Vehicles / Attack Always / Off
  • Critical Injuries Chance / Duration toggles
  • Infection Chance / Speed toggles

Random Settings (Don't take this too seriously - just some fun ideas)
  • Air Drop Horde - adds a chance to spawn wandering horde nearby when someone loots an Air Drop. They can be replaced with bandits if they're added.
  • Random Landmines - generate landmines in empty areas (Wasteland Only / Everywhere)
  • Radiated Water - on/off. Contact with any water will cause radiation damage. No more easy smell removal. You can no longer collect murky water from water bodies with Jars when this setting is enabled.
  • Aggressive Hens - The probability that a regular chicken will be replaced by an aggressive chicken (0% - 100%)
  • Acid Rain - When enabled, rain will deal damage.

Oh, and a few more things that feel overlooked and could be improved in 3.0
  • Beer & Grandpa's Drinks should restore thirst.
  • Raw Animal Fat doesn't smell after being eaten, and has no dysentery chance for some reason. But it should, it's basically almost raw meat, and you mainly collect it from animal carcasses and roadkill-corpses.
  • Canned Pear smell for some reason even though it's just a fruit in sweet water.
  • Biome Smoothies have very high sell prices. They should be reduced to match other foods/meds. Perhaps their recipes should be moved to Campfire so that they fit even better into the gameplay and feel like other consumables.
  • I'd really like be able to craft Murky Water using snowballs and an empty jars, just like in the good old days. This will add an extra layer of immersion to the survival.
I love all of these suggestions! I do not even know which one to pick that I like the most, whether it be practicality gameplay or wild changes, likes Aggressive Hens. I would toggle many of these from the vanilla game setting. I also miss the Snowball + Jar = Murky Water.
 
A couple of thoughts on this (untested)...

Place an extra block inside the bottom row so it's 2 thick. Zombies normally target a weaker point, so may be more likely to target the higher block this way. You could also put a floor layer that is at the same level as the bottom wall row so they have to climb up one to get in. I think either option would prevent them from crawling through.

They did update it to target the higher block more often, but it won't do it every time, so something like what I suggested may help with that.
I think that is probably the the most sensible and amicable resolution, I've read so far.

Players have spent years, finding ways to spoof the AI, floating bases, force field blocks,
placing furniture in the path; using sand bags, adobe blocks, stacking dirt 3 blocks high,
and the Pièce de résistance planting immense fields of Cacti as a perimeter to prick the
zombies to death. They have sacrificed tons of digital trees, stroking keyboard keys discussing
it, again years invested.

Win win, Players would win, and TFP would win for not having to create a new animation
ai combo to thwart it. That is unless, it caused them to dig all of the dirt from under the
bases causing the whole thing to collapse. Hey, "Stranger Things" have happened.

To paraphrase that crazy frigging droid M3gan

"Yoooouuuuu've....got......2
Ack-Cent-Tchu-8 the Positives
Ee-Lemon-8 the Negatives"
 
But then we could be like The Master of the Flying Guillotine...except throw landmines frisby like, at zombies heads and blow them up!
Now that would be a better dlc skin than some we got now. We don't even have a raft, our planks have to be connected to the ground why did we need a pirate skin?
 
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