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Drifty Flintlock

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Improved Bases Pack
Version 1.2
By Drifty Flintlock


Purpose
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The Improved Bases Pack aims to make bases more flexible and customizable, along with other tweaks and options.


Details
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Most builtin facilities can now be removed.
Builtin Towers can't be removed, but can be upgraded.
Kitchens can now make Snacks, like the MRE making feature from Lifeline.
Outposts with no resource caches now generate 1 each of Food, Ammo, and Materials per day.
Your Garden might now get a tradeop like the Library, Dojo, etc. The better your Garden, the more ammo you can get from training other survivors in farming, from 2 to 5 depending on the upgrade level. Requires Farming expert.
The Dining Room now has a Cardio training action, called Meal Plan. With a strict, nutritious diet plan, survivors can now improve their Cardio skill gains. Requires Fitness Expert.
You can now upgrade your Workshop to a modified version of the Ammo Workshop from Lifeline. It's significantly less productive, and requires a Research expert. Why not a Chemistry expert? Because reloading requires careful, methodical work and the ability to reference reloading books. Also, because Chemistry experts already have the Munitions Shop, and I didn't feel like Researchers were interesting enough after clearing out the Library.


Installation
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Copy the Game folder into your root State of Decay folder. Only the .bmd files are strictly necessary. The diff files and the XML won't hurt anything, but they aren't needed for the mod to work. They are intended to be a resource for modders.


Modes
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This mod is fully functional in story and Breakdown. A Lifeline version is coming soon to a theater near you.


Feedback
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If you have questions or comments, please contact me on Nexus Mods.
If you get a trade opportunity on either the Garden or a builtin upgraded Tower, I'd like to know about it. Tradeops are surprisingly complex things, and I'm still not sure I have it fully nailed down and working.
As you may have noticed, the Ammo Workshop is drastically less productive than the one in Lifeline. This is intentional. I want to loosen ammo restrictions, but not give a license to spray and pray. It's a tough balance. If the inputs, outputs, production time, or anything else needs some adjustment, let me know.
Of course, please report any bugs you find.


New Game?
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A new game shouldn't be required.


Compatibility
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This mod alters facilities.xml, fatecards.xml and rtsdata.xml.

Version History
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Version 1.0

Initial release.

Version 1.1

Fixed a bug where builtin Towers wouldn't upgrade correctly in Breakdown.

Version 1.2

Large update with a number of new features.
Builtin upgraded Towers should give tradeops correctly now (I hope).
Tradeops added to the Garden.
The Dining Room now has Cardio training.
A modified version of the Ammo Workshop from Lifeline has been added.
Empty Outposts now generate a small amount of resources.
The mod now modifies a couple files that it didn't before. This might cause compatibility issues that weren't present before.
Adjusted legal permissions. They're not any more restrictive than before, I just made a slight clarification.


Future Plans
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Lifeline version.
Tweaking how empty sockets work.
Figure out how to expand the Supply Locker for more storage.
Nexus Mod Manager compatibility.


Bugs and Limitations
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Some facilities, such as the Radio Room and parking spaces, still can't be removed. This is intentional.
Builtin facilities (except for Towers) can only be removed, not upgraded. I'm probably not going to change this.
Removing a builtin facility means you lose the unique look. For example, if you remove the Dining Room from the Fairgrounds and then build another one, it won't have the unique picnic area look. I probably won't change this unless there's a massive demand for some reason.
The Cardio training at the Dining Room doesn't display a bonus note properly on the skill itself. I'm pretty sure I know how to fix this, but it involves reducing compatibility with other mods even further over a tiny issue. I'll change it eventually, but not yet.
There are a few issues related to the empty sockets left behind by cleared out builtin buildings, because they're not properly classified as either indoor or outdoor. Said issues are largely superficial. For example, they have an odd name and icon, anything built in them will never have a tent over it, they may stick out of walls, etc. There's only one practical effect as far as I can tell. There are a few spots where it seems like you should be able to build a Garden, but you can't, because the slot isn't technically outdoor. I plan to fix this if I can figure out how.
I actually wanted empty Outposts to generate one of each resource. However, the Medicine and Fuel income functions straight up don't work. I plan to fix or work around this if possible.
I'm not positive that the tradeops for the Garden and upgraded builtin Towers work correctly. If they don't, I'll fix them.


Legal
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I've shamelessly stolen some ideas, but all grunt work is original.
I consider this mod to be open source. You can do whatever you want with it as long as you give credit where credit is due, and any changes or improvements are shared with the community. In other words, if you use this mod as a resource, do everyone a solid and publish your XML/other source with your mod.
If you would like to include this mod or some part of it in your own mod, it would be nice if you let me know, but you don't need my permission.
The latest version of this mod can always be found on nexusmods.com.


Special Thanks
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Phacops - His debug tool saved me an enormous amount of time during testing.
thexshadow - For the unpacking tool.
dude1234 - For the xml2bmd tool.
notepad++ - Because there is apparently no other text editor in the entire world capable of automatically collapsing all levels of code folds.