[quote=“Coolthulhu, post:2, topic:9034”]Unfinished test desert setting apparently exists, but for some reason doesn’t always show up in world gen options. When it does show up, you can select it instead of “default”. Desert maps have either no or much less forests, so finding food is much harder.
You can try setting zombies to very hard - big spawns, fast zombies, zombie NV - then starting in LMOE shelter. LMOEs are typically quite far from cities.
By default you start only 5 days after cataclysm struck. That’s why most buildings are intact, cars are still burping happily, corpses of humans in labs still aren’t skeletons etc. If you chose to start in a season other than spring, the time will be fast-forwarded by (season length * seasons skipped) (though if you chose winter, food will not rot due to the way time catches up).
It may be possible to mod some crazy environments with jsons alone.
Also, incoming redtext due to canola plant name.[/quote]
None of those are quite what I had in mind. yes you can select the sometimes buggy and odd desert start, or you can max out the season length to what, 187 days i think it is? but wont that time skipped massively increase the number of zombified animals? it’s hard enough to survive a day 1 moose or bear attack WITHOUT them being Z’ified…
the point of this is to offer new challenges, not to make old ones harder. I prefer a minimal Z risk and more of a survival challenge. the Z’s are still there of course, to add tension to exploring a new area, or to allowing the danger of infection. But I love pure survival more than Z smashing. Really, I would just love to be able to start on random islands and have to swim or build a boat(or salvage one 0_o) to travel off my island.