Cataclysm is a post-apocalyptic roguelike, set in the countryside of New England
after a devastating plague of monsters and zombies.
Cataclysm is very different from most roguelikes in many ways. Rather than
being set in a vertical, linear dungeon, it is set in an unbounded, 3D world.
This means that exploration plays a much bigger role than in most roguelikes,
and the game is much less linear.
Because the map is so huge, it is actually completely persistant between games.
If you die, and start a new character, your new game will be set in the same
game world as your last. Like in many roguelikes, you will be able to loot the
dead bodies of previous characters; unlike most roguelikes, you will also be
able to retrace their steps completely, and any dramatic changes made to the
world will persist into your next game.
Cataclysm's gameplay also includes many unique quirks, and the learning curve is
somewhat steep, even for those experienced with roguelikes. Included with the
game is a tutorial which runs the player through most of the key features.
Looks like BN has a "victory condition" so there's the possibility of an endgame there.
I wonder if that means Caves of Qud isn't a roguelike either then, even though it's basically ADOM without the endings1
1 It's more like DF Adventure mode on steroids
I've been away for a while, tbh as gameplay started to get more complicated I started to throw in "easier" starts for myself (normally with a custom "cybernetic ubermensch" start).
What are the big differences between DDA and the bright nights fork?
As i mentionned it's been a long time i haven't played CDDA, but now on my playthrough with BN i noticed it takes a long, long time for the time to actually move when i sleep or read a book.The slow down seems heavily dependent on how close you are to the remains of civilization. Reading or sleeping in a city moves at a crawl whereas sleeping in a car in the middle of some open fields is a lot quicker. The fastest passage of time seems to come from sleeping underground with z-levels turned off, though.
That with even disabled the option mentionned in the BN page to get rid of the ressource hogging or slowdown that happens in CDDA.
That's super annoying considering how much nothing happens during those waiting time (and when something does it would interrupt you anyways).
When i was still playing CDDA i remember time moved faster during those sleep/read sequences (it started to become longer and longer with updates though).
Unless there's some options i didn't paid attention that make things slower, i hope there is going to be some optimisation there.
edit : started a new game on a new world (some random character and started in an empty cabin) and every turns, reading and sleeping were much faster.
Can't say how much monster there was, but probably less than in the other character run, though there weren't that much giant ants around the farm when i was trying to read and sleep in it, so no idea what could be responsible (unless the "bubble" exist for a huge distance, as there were a lot of zombies in the away military base).
Anyways it's very annoying.
I've been away for a while, tbh as gameplay started to get more complicated I started to throw in "easier" starts for myself (normally with a custom "cybernetic ubermensch" start).
What are the big differences between DDA and the bright nights fork?
Rough summary is here: https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far (https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far)
It's likely missing lots of small quality of life and misc changes that're steadily accumulating.
Also, I'm wondering now if the old thread got locked by Toady, or if it was the OP...
EDIT: Hecc, Rob got the link first. :3
It was the OP.
I mean, it was kinda obvious from his last few posts that he was sick of it, and if toady locks a thread he usually gives a warning first, or at least a post explaining why it was locked.It was the OP.
Well that's...interesting. Don't know what to say about that.
An example: a change to in-progress crafting jobs makes it so that if you are interrupted mid-craft, the half-finished object is spawned and placed in your hands or at your feet. That's fine because it means you save the work already performed, correct? WRONG it means that when your makeshift fire keeps going out, you end up with things like PARTIALLY FINISHED BOILED WATER (59%) in your inventory. This not only interrupts the flow of crafting, forcing players to used 8 different keypresses to freakin' boil water, it also doesn't make any realistic sense that you can carry this kind of thing around with you, outside of a container. .
Also... not to be a jerk but... could someone tell me what the new proficiency system is supposed to do to improve the game?I doubt there is anyone that can explain that on these forums.
I mean, it was kinda obvious from his last few posts that he was sick of it, and if toady locks a thread he usually gives a warning first, or at least a post explaining why it was locked.
Kinda sucks, it was a long thread, but hey, at least dev drama won't lead to the OP locking this thread, right?
Also... not to be a jerk but... could someone tell me what the new proficiency system is supposed to do to improve the game? Do most people find the way skills level to be "broken"?
I feel like if B12 had a big number of people willing and able to develop a branch we'd probably already have one, but hey I might be wrong.That's what DDA was. I checked out after the new community became increasingly hostile to the old, Whalesdev community a year or so into its development.
4. Recovery rates are still untenable. My leg was bit in the first day, as is bound to happen, and it's been a week and it's still at 2 || of health in the yellow. I'm probably just not understanding yet another hidden mechanic, but considering I've been fully-satiated and resting every night for that entire in-game week, it just seems unfun. Realistic time frames are not necessary for an enjoyable apocalypse simulator.I'm not concrete on this but I'm fairly sure bandaging and disinfecting wounds are now required for passive healing to be effective. Replacing the previous function of directly healing HP on use that bandages held. Both items seem to be more common nowadays, at least.
And that ain't what it is now, is it? As I understand it, none of the founders of DDA are even still here.As far as I'm aware all the old guys ether abandoned the project long ago or got chased off by Kevin and his lot.
I know a lot of people did the same, you'd hear little whispers about it every so often, someone would code up a bunch of stuff and then get vetoed without explanation.I feel like if B12 had a big number of people willing and able to develop a branch we'd probably already have one, but hey I might be wrong.That's what DDA was. I checked out after the new community became increasingly hostile to the old, Whalesdev community a year or so into its development.
So, I dont really know the history behindCDDA. Any good person willing to explain it for me?
A good place to start would be who is Kevin and what did he do.
The slow down seems heavily dependent on how close you are to the remains of civilization. Reading or sleeping in a city moves at a crawl whereas sleeping in a car in the middle of some open fields is a lot quicker. The fastest passage of time seems to come from sleeping underground with z-levels turned off, though.
That nested container thing seemed to break a whole lot of shit and not add much in terms of game play besides making carrying shit more of a pain in the ass.
edit : oh, 2nd day ended after looting a bit around and some slow (as i can't read in the basement darkness) reading then went to sleep.
But this 2nd sleep in the shelter basement went slower than the 1st one, no idea why but if each day increase the time required for 30mn to go by, it's a problem.
Seems like for food you could probably get away with checking them all every 5 in-game minutes or something rather than 10 times a second? :pThat's not realistic enough we need to have it checking every nanosecond for MAXIMUM realism.
Things are being done, and the game should run substantially faster in a week or three when the current round of performance fixes lands. We also have some ideas for some more performance fixes that are going to hit after 0.F releases, but those fixes are kind of code change heavy so we don't want to introduce them during the 0.F feature freeze.
One thing I'd point out is that since it's a turn based game which runs in a window, you do have the option of just looking at something else while the game's going through stuff. You won't miss anything. :p
One thing I'd point out is that since it's a turn based game which runs in a window, you do have the option of just looking at something else while the game's going through stuff. You won't miss anything. :p
You're not wrong but you're also wrong. If I come to play a game I want to play that game, not do something else.
Playing Bright Nights, recently moved everything I had into a ranch house to use as a main base.
I don't get how the basecamp system works. The NPC that spawned in the starting shelter had a lot of dialogue topics regarding it, but was never clear on how to actually start one. Some topics suggest I only need to build a bulletin board - I did, but all it says when I examine it is that it's not in a basecamp - while some dialogue options say I need to build a bunch of things in a generic field.
*usually, when I'm inclined to test the base camp system, I can't find anyone to join up as a follower... :P
AND THEY REMOVED ROBUST GENETICS FROM THE STARTING TRAITS TOO?BN changes how mutation works, so Robust Genetics is no longer relevant. One of the design goals in BN is to remove the need for extreme character specialization in DDA and make all mechanics viable to all characters. In DDA, Robust Genetics is a trait tax - either you take it or you never mutate anything except Alpha and Elf-a.
Wait, Bright Night removed yet another whole lot of starting scenarios, including shower victim?Various scenarios seem to have been grouped into generic ones which permit you to choose where to start instead.
Best stuff:Worst stuff #3: Mandatory downtime. Getting beaten up means being unable to risk fighting for a few in-game days. Only rational option is to just hole up somewhere in the countryside and wait for your wounds to heal. It's actually kinda nice that some options/versions will have zombies interrupt your vacation as otherwise its a real bore.
-Exploration, both mundane (towns) and exciting (laboratories and alien lairs and whatnot)
-Hoarding stuff
-Turning from running from zeds into a wasteland murdermachine
Worst stuff:
-Micromanagement, especially "realism" that just adds to the number of clicks you must do to make things happen
-Certain aimlessness on your goals (I'd actually like if setting up a small society of your own was clearer as a thing you could do or multiple paths how to play)
Best stuff:Worst stuff #3: Mandatory downtime. Getting beaten up means being unable to risk fighting for a few in-game days. Only rational option is to just hole up somewhere in the countryside and wait for your wounds to heal. It's actually kinda nice that some options/versions will have zombies interrupt your vacation as otherwise its a real bore.
-Exploration, both mundane (towns) and exciting (laboratories and alien lairs and whatnot)
-Hoarding stuff
-Turning from running from zeds into a wasteland murdermachine
Worst stuff:
-Micromanagement, especially "realism" that just adds to the number of clicks you must do to make things happen
-Certain aimlessness on your goals (I'd actually like if setting up a small society of your own was clearer as a thing you could do or multiple paths how to play)
Best stuff:
-Exploration, both mundane (towns) and exciting (laboratories and alien lairs and whatnot)
-Hoarding stuff
-Turning from running from zeds into a wasteland murdermachine
Worst stuff:
-Micromanagement, especially "realism" that just adds to the number of clicks you must do to make things happen
-Certain aimlessness on your goals (I'd actually like if setting up a small society of your own was clearer as a thing you could do or multiple paths how to play)
Anything that makes me spend RL time waiting for something to happen.This, so much this. I hope in both BN and DDA they'll manage to make this waiting time occuring very fast as it's boring to wait until you can play again.
So, a stupid question - does Bright Days have working camp building? And is it worth the trouble?
So, a stupid question - does Bright Days have working camp building? And is it worth the trouble?
Fairly certain there hasn't been much progress on camp mechanics post-nested, so BN should be roughly as functional in that department as DDA is. Which isn't much, it's a massive food sink for a fairly inflexible building system either way, from my experiences.
Playing Bright Nights, recently moved everything I had into a ranch house to use as a main base.
I don't get how the basecamp system works. The NPC that spawned in the starting shelter had a lot of dialogue topics regarding it, but was never clear on how to actually start one. Some topics suggest I only need to build a bulletin board - I did, but all it says when I examine it is that it's not in a basecamp - while some dialogue options say I need to build a bunch of things in a generic field.
"skill_used": "fabrication",
"skills_required": [ "survival", 2 ],
"difficulty": 2,
"book_learn": [ [ "fun_survival", 1 ], [ "manual_survival", 1 ], [ "textbook_survival", 1 ] ],
"qualities": [ { "id": "CUT", "level": 1 }, { "id": "SCREW", "level": 1 } ],
"time": "28 m",
"autolearn": true,
"components": [ [ [ "largebroketent", 1 ], [ "broketent", 2 ] ], [ [ "superglue", 2 ], [ "duct_tape", 20 ] ] ]
"skill_used": "fabrication",
"skills_required": [ "survival", 2 ],
"difficulty": 2,
"book_learn": [ [ "fun_survival", 1 ], [ "manual_survival", 1 ], [ "textbook_survival", 1 ] ],
"qualities": [ { "id": "CUT", "level": 1 }, { "id": "SCREW", "level": 1 } ],
"time": "32 m",
"autolearn": true,
"components": [ [ [ "largebroketent", 2 ], [ "broketent", 4 ], [ "tent_kit", 3 ] ], [ [ "superglue", 3 ], [ "duct_tape", 40 ] ] ]
Oh yeah we're Tarkov now.
Just do what I do and just chug multivitamins -or gummy vitamins until you run out of those-, much easier :PWait, cataclysm doesn't properly model the effects of iron and calcium overdoses? :P
Realtalk tho I might learn modding just so I can make recipes that are generic cooked foods that can use the onesie twosie items you may have here or there and make something better than raw food.
Sucks hard when I have a bunch of raw food or unprocessed foods but I can't make them into anything bc the recipes are too large.
Does any one know what the main differences between DDA and Bright Nights are?https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far
When they say "Starts with revision 10614 (just before pockets) of CleverRaven/Cataclysm-DDA." when was that?QuoteDoes any one know what the main differences between DDA and Bright Nights are?https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far
When they say "Starts with revision 10614 (just before pockets) of CleverRaven/Cataclysm-DDA." when was that?
How do I use a radio activation mod? I assume I could attach one to a stick of dynamite or dynamite bomb and trigger it remotely, but I don't know what I need to trigger it.Last time I used one of those I used the RC control that I got when I found a RC car box.
and can strip a 25mm autocannon down into a (still very heavy) man-portable version, in the same vein as the stripped-down M2 Browning in vanilla. This turns it into a single-shot weapon, and goes from vehicle-only to being usable on mountable terrain like most heavy weapons.
I can't even imagine how you would make a portable cannon of that caliber. Just the barrel weighs like 30kg.
"weight": "50 kg",
I'm envisioning a man spinning around wildly while holding down the trigger.
And finally, there's been some assorted rebalancing and a few item additions. In addition to a fictional 120mm autoloading cannon (used by the new tank drones and the mini-tank), you can now make blackpowder variants of ammo, and can strip a 25mm autocannon down into a (still very heavy) man-portable version, in the same vein as the stripped-down M2 Browning in vanilla. This turns it into a single-shot weapon, and goes from vehicle-only to being usable on mountable terrain like most heavy weapons.
And finally, there's been some assorted rebalancing and a few item additions. In addition to a fictional 120mm autoloading cannon (used by the new tank drones and the mini-tank), you can now make blackpowder variants of ammo, and can strip a 25mm autocannon down into a (still very heavy) man-portable version, in the same vein as the stripped-down M2 Browning in vanilla. This turns it into a single-shot weapon, and goes from vehicle-only to being usable on mountable terrain like most heavy weapons.
Blackpowder 25mm single shot cannon?
Prepare the battery!
The only thing I've been able to put in the underbarrel slot on a bow was the underbarrel laser sight.
Top 10 most critical open source projects written in C++ as measured by Google's Open Source Project Criticality Score:C:DDA's commit rate and automated build release rate are so high that it places 7th on all of GitHub, under this highly experimental metric.
....
7. Cataclysm-DDA
....
i have considered getting the C.R.I.T expansion mod what does it add
Add -O3 build (might be faster than default -Os)So it "might" be faster isn't really telling me much though, anyone with coding experience have some input on this ? Is there any bad side effect in using an "-o3" build instead of the regular one ?
Been a while since I last checked in here but are any folks playing BN still? Any thoughts of how its going so far?
What's the difference between o3 and not o3 builds ?GNU-speak for "use optimizations to minimize CPU that even we aren't sure really work."
edit : typical, just after posting i run into what seems to be the beginning of an explanation, in an older CBN ( https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/1385 ) build :QuoteAdd -O3 build (might be faster than default -Os)So it "might" be faster isn't really telling me much though, anyone with coding experience have some input on this ? Is there any bad side effect in using an "-o3" build instead of the regular one ?
GNU-speak for "use optimizations to minimize CPU that even we aren't sure really work."
I would not do this without an extensive automatic testing system in place to catch failures caused by compiling at this level of optimization. This is the main reason I've been considering taking C:Z to C++20: so much more STL is constexpr-competent (and thus compile-time testable/computable) that it isn't funny.
I can confirm that o3 version did give a minor performance boost with my 1.6 GHz potato of a CPU, but not a lot. Helpful to know at least, but it'd be hard to tell if it was a case of the o3 version that actually affecting performance that much, or if it's more because the PC running the test is utter dogshit.
Leaving the area and just letting your clucking lauder grow is probably the better idea. The game only simulates tiles around the player: Once you leave, it won't waste processing time until you come back. Which is why sometimes you leave an area with two chickens and return to find a dozen.
So I want to download a new version and I´m kind of wondering which fork is best for me.
I want monsters to fight each other so it´s between Dark Days and Bright Nights.
Does either have a performance edge right now?
eh, no Arch. They´ve fought each other randomly for a while now. For a long while. Not Doom aggression either: Mi-Go will go out of their way to fight zombies for instance. its a way of putting distance between you and the monster, even.
I just realised that by combining this with AI Dungeon and enabling god mode i can get everything i wanted out of a apocalypse sim. Actually good NPC's AND gameplay.
Spoiler: So far so good. (click to show/hide)
Maybe you remember that there was someone that was interested in trying to make a 2D real time version of Cataclysm.Holy shit, this looks great! I'd drop a coin or two for this.
It's called Nearly Dead and on itch.io you can give a try to an open beta :
https://monosw2000.itch.io/nearly-dead
trailer : https://www.youtube.com/watch?v=V0Rb0fjcEi4
so much potential there.
The seed that took that from registering a sub and debating if it was worth explaining ourselves and being accused of censorship and power madness was that several of the developers are either banned or have been permanently alienated from the other subreddit. Since we're all friends, the rest of us wanted to be able to talk to those people. We don't have any ill will to the mods there, but there are some strong differences of opinion in management style that mean too many of our devs just can't post there.
Can you guys tell us, in good faith, that devs acting in a hostile or insulting manner will be treated as fairly as any other poster acting in such a way?
What is it about cataclysm that attracts such assholes in the dev department?The fact that current devs are assholes and alienate everyone else.
What is it about cataclysm that attracts such assholes in the dev department?The fact that current devs are assholes and alienate everyone else.
This kind of "hostile devs interaction" thing is one of the reason why i'm so happy to have moved away from CDDA and started playing its fork CBN.
The other reason, a lot more important one actually, being i prefer the CBN direction for the gameplay and i hope they'll keep at it.
...., and there have been two topics on it where they said that one of their reasons for creating the subreddit was that some of the devs have been banned from the original CDDA subreddit.The connotations re Discord are not auspicious. (There are some format advantages/disadvantages to Reddit and Discord, but I do not see a good non-circumstance rationale for having a high-moderation regime on both.)
This kind of "hostile devs interaction" thing is one of the reason why i'm so happy to have moved away from CDDA and started playing its fork CBN.I'm in the same boat. It's funny, I picked up CDDA and liked it, so I checked out the forums to talk about a couple things that seemed wonky and see what kinds of things were planned for the future. And I'd see the same thing, one person declaring their vision superior and telling everyone else to shut up.
The other reason, a lot more important one actually, being i prefer the CBN direction for the gameplay and i hope they'll keep at it.
This kind of "hostile devs interaction" thing is one of the reason why i'm so happy to have moved away from CDDA and started playing its fork CBN.I'm in the same boat. It's funny, I picked up CDDA and liked it, so I checked out the forums to talk about a couple things that seemed wonky and see what kinds of things were planned for the future. And I'd see the same thing, one person declaring their vision superior and telling everyone else to shut up.
The other reason, a lot more important one actually, being i prefer the CBN direction for the gameplay and i hope they'll keep at it.
That's not great, but ok... I like the game, so whatever, I'll see where it goes.
Then, over time, changes keep happening that are like, the opposite of what I want. Well, about half of them, the other half being good additions or QOL features or bugfixes or what have you. So, hard to not get the new version, but hard not to be a little annoyed. But fine, oh well, I'll get a hoist or whatever for my deathmobile and find some soap for my clothes...
But then, over time, it seemed like changes were being made just to spite the community. Working but flawed systems would be totally scrapped, and replaced with half baked systems that didn't even do what they were supposed to, with reasonable questions shot down. So now running into these annoying things in game was a reminder of an annoying real life thing. And instead of thinking "Hopefully this bug will be fixed in the next version" it became "Will the fixes in the next version be worth all the annoying changes?"
Suddenly CDDA wasn't a long term project to me, it was a collection of different versions. It sort of took the magic out of the game, because while playing the game itself is fun, it's also cool to think about how various things could be even better.
I still love and main CDDA, always will. I'm just waiting for them to finally do an update or revision, where the Nether Realm is actually finished; going through the portal should finally actually take you somewhere. I also want them to (and this will probably be an unpopular motion) make magic into the base of the game, as well as make a whole new branch of mutations that are magic-based, instead of serum-based. I want to be a half-daemon or full-on daemon mage rocking on the entirety of a Zombie post-apocalypse.
I still love and main CDDA, always will. I'm just waiting for them to finally do an update or revision, where the Nether Realm is actually finished; going through the portal should finally actually take you somewhere. I also want them to (and this will probably be an unpopular motion) make magic into the base of the game, as well as make a whole new branch of mutations that are magic-based, instead of serum-based. I want to be a half-daemon or full-on daemon mage rocking on the entirety of a Zombie post-apocalypse.
..., where the Nether Realm is actually finished; going through the portal should finally actually take you somewhere.That would indeed be awesome. Changing around the internal data structures for that is extremely painful. (This is a long-range goal for my fork, but I'm still almost entirely in "make C:Whales do what C:Whales wants to do")
Jokes aside, if we had to find a practical way of doing this that makes sense from a gameplay perspective, I would make urban areas have very few free-standing buildings. Most of the ones that were originally there collapsed due to things like a lack of maintenance or zombie hulks smashing things. Perhaps all cities were carpet bombed by the military in an early but doomed attempt to contain the plague.
Regardless of how you fluff it, the end result is that you're exploring an urban wasteland that mostly consists of large piles of rubble swarming with zeds alongside the occasional half-destroyed structure.Spoiler: Something like this, but with less buildings and more rubble (click to show/hide)
Very rarely you might find an intact high-rise that could serve as a big dungeon to explore, like malls currently do in vanilla, but I'm at a loss for ideas to make exploration actually interesting. Most apartments are just one floor copy and pasted over and over again after all.
Given that Cataclysm is pretty cyberpunk, a fun dungeon for cities might be like, a giant corporate tower.
Given that Cataclysm is pretty cyberpunk, a fun dungeon for cities might be like, a giant corporate tower.
Would probably the only building type that would be technologically advanced enough to survive the bombings.
And it seems like it would have to be bombings because as corrosivechains said, it’s the only scenario where all of this rubble makes sense, short of inventing brand new disasters like Richter 20 earthquakes or super hurricanes.
I don't think cities would be that interesting if they were mostly rubble, I mean if parts of it were that'd be okay but not the entire thing.
sci-fi tech existing pre-cataclysm is unrealistic
play project Zomboid instead.
And in Bright Nights news, three things I'm working on:Ooh. I'll wait on my next game until these pulls make it in.
1. "Update shotshell recipes to be more consistent." (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/681) This fixes up some jank with shotgun handloads and makes them more consistent. In a nutshell, handloading shells became burdened with a broken, very weird toolset meant to obsessively simulate the act of bullet casting innawoods, in a way that leaves a less improvised toolset impossible to implement as an alternative. It never spread beyond the shotshell recipes and was pointless realism, so I'm planning to give it the axe. I'm retaining the idea of the makeshift press as a way to make shotshells more easily innawoods, however.
2. "Allow match head powder for primer recipes." (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/682) This is an idea I could've sworn was gonna be implemented but never made it in. My guess is because back then we didn't have match head powder, so any recipe to make match heads into impact-sensitive material for primers would've require they drain charges from matchbooks. Since match head powder now exists but has almost no use in-game currently, that's an easy solution to tackle.
3. "Add bionics to zapper zombie." (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/686) Basically corrects the fact that giving zapper zombies CBMs was outright vetoed when they were added to DDA. Basically, DDA is going towards "all the cool bionics are due to ayy lmaos, because sci-fi tech existing pre-cataclysm is unrealistic" which BN tends to lean away from because the altenrative is better gameplay-wise, so it makes sense to fix an inconsistency between zapper zombies and shocker zombies that only existed because of a lore direction BN has no need to follow.
Wait, quick question: What caused the cataclysm?I'll admit, the idea of removing CBMs from zombies and making them fart electric fairy dust is rather odd to me as well, but I haven't played DDA in a while as well. As such, I can't really get too fussed about it anymore. What I recall was also DDA-era lore, but if I recall properly...Spoiler: Actual spoilers (click to show/hide)
I don’t remember any space zombies (though there were invading lovecraftian entities and triffids).
Was that another lore change? I’m frankly disgusted at the iconic features that they’ve already removed.
God, I'm so glad Bright Nights is a thing.
I've found that the game is really difficult if you change the spawn rate to 30 and have the dinosaur mod, because then no where is really safe especially when the dinosaurs start turning into zombies.There's apparently fossil evidence that dinosaurs may have been stupidly aggressive compared to modern animals, but it's probably just the dinosaurs = monsters thing in pop culture.
Also why do the herbivore dinosaurs hate me?
I've found that the game is really difficult if you change the spawn rate to 30 and have the dinosaur mod, because then no where is really safe especially when the dinosaurs start turning into zombies.There's apparently fossil evidence that dinosaurs may have been stupidly aggressive compared to modern animals, but it's probably just the dinosaurs = monsters thing in pop culture.
Also why do the herbivore dinosaurs hate me?
1. Expanded on the hermit's dialogue a bit, mainly having him react to Dragonblood characters a bit more.
2. Made Sofia's first mission hit the player over the head with magic stuff a bit less, and shifted exposition about it to a mission advice dialogue option.
3. Changed the hermit's spawn of the clay tablet to instead be in a nearby safe that's unlocked when you talk him into helping Sofia's group. Still includes some fallback JSON for old saves where the hermit still spawned with the tablet in his inventory.
4. Set it so that the merchant you obtain from completing Sofia's mission involving the defecting shrikes peacefully can give you advice for handing Johnathan's mission to clean out the other still-hostile sanguinist sect.
5. Added dialogue to the two NPCs at the above mission location, for if you got advice from Horace beforehand. Opens up alternative ways to potentially talk them out of a fight.
6. Some assorted typo fixes.
I've got a question, does being the fattest bastard in the land actually do anything bad, because the info text says it's causing harm, but I haven't noticed any difference between being super thin and fat as hell. I have a feeling that this is one of the dozens of things that never got finished.
I've found that the game is really difficult if you change the spawn rate to 30 and have the dinosaur mod, because then no where is really safe especially when the dinosaurs start turning into zombies.There's apparently fossil evidence that dinosaurs may have been stupidly aggressive compared to modern animals, but it's probably just the dinosaurs = monsters thing in pop culture.
Also why do the herbivore dinosaurs hate me?
More stupid aggressive than humans? I don't believe it... :P
I've got a question, does being the fattest bastard in the land actually do anything bad, because the info text says it's causing harm, but I haven't noticed any difference between being super thin and fat as hell. I have a feeling that this is one of the dozens of things that never got finished.
Huh, they removed CBMs from zombies from Cata-dda, without having alternatives way of getting them, with the promise of having them added at a "later date".
Too bad, CBMs were one of the good rewards for engaging these seriously dangerous zombies(shockers could "stun-lock" you ending your game real quick).
Huh, they removed CBMs from zombies from Cata-dda, without having alternatives way of getting them, with the promise of having them added at a "later date".
Too bad, CBMs were one of the good rewards for engaging these seriously dangerous zombies(shockers could "stun-lock" you ending your game real quick).
Huh, they removed CBMs from zombies from Cata-dda, without having alternatives way of getting them, with the promise of having them added at a "later date".
Too bad, CBMs were one of the good rewards for engaging these seriously dangerous zombies(shockers could "stun-lock" you ending your game real quick).
Yeah. Devs REALLY wanna make cataclysm a boring zombie survival game.
I also heard that they're gonna give the self aware trait the axe as well.
Also I saw in one of the hobbies PRs has made the super skinny and super fat traits into hobbies, I don't think I've met anyone who makes a hobby out of being a massive fat bastard.
1. Added harvest overrides for the mi-go slaver, guard, myrmidon, and scout. All of them have bio-tech of some sort that can potentially be salvaged from their corpse via dissection.
2. Surgical claws can be obtained by dissecting mi-go surgeons and potentially myrmidons, both described with bladed implements. Salvaging it yields an exotic unarmed weapon on par with the biological knife's utility as a standard melee weapon. It can also potentially be an upgrade to the user's cutting qualities.
3. The biological lens can be obtained from slavers, guards, and myrmidons, all of which normally use the beam spell. If salvaged, it can be crafted into a weapon that's that fires low-damage beams with a stunning focus, running off UPS.
4. The resin projector is basically the mi-go scout's weapon, and is thus obtained from them. Salvaging it gives you a weapon that fires bullets molded from alien resin, making it primarily a decent competitor to pneumatic and bolt-thrower weapons. Ammo requires raiding mi-go locations to make but is simple and efficient once materials are obtained.
5. Guards and myrmidons can potentially yield a carapace husk instead of their beam weapon, implied to be part of the armor both are described as wearing. With a fairly advanced recipe it can be converted into a version usable by humans, effectively turning it into mutant-friendly biopunk power armor. When active it provides various protections and improvements in addition to making it less encumbering, flavored as the suit effectively coming to life along with providing an enclosed environmental seal. While it boosts stamina regen and carry capacity (on top of a minor strength boost), its downsides include fatigue and healthiness penalties, plus it increases the damage you take from electric shocks. Solar-powered.
6. Added recipes for the above and a crafting requirement for shaping alien resin chunks. It uses solvents such as lye or alcohol, based off how shellac is rendered soluble. Most of the recipes added involve this requirement, except for a recipe for molding resin bullets using a resin pod (which is slow but makes a large number of bullets due to the size of resin pods).
7. Set it so that the converted beam weapon can be used as an alternative to the flesh pistol when making the other flesh ranged weapons, and the converted blade weapon can be adapted as an alternative to the flesh knife when making the flesh sword.
Here's hoping, yeah. The way that the devs are actively trying to undermine people who talk about or promote BN in spaces they control suggests BN's already taking off to a degree that they dislike.And yet I've seen several PRs where they take stuff from BN.
Wish they'd put that much effort into the base building side of things.
Stamina? How was it changed? I'm looking at a mod that increases stamina regen... is it still required for Bright Nights?
My biggest issue with bright nights is the font used for the overmap. It's way too... Blocky compared to DDA's.
even graphical overmap still leaves it feeling a bit too blocky for me. Is that an issue for anyone else? :P
The desert region mod recently got the axe in DDA with no real reason as to why.
My biggest issue with bright nights is the font used for the overmap. It's way too... Blocky compared to DDA's.
even graphical overmap still leaves it feeling a bit too blocky for me. Is that an issue for anyone else? :P
In the Settings -> Options ->Graphics, there a " +Font settings" that you can develop and show many font height/width/size/blending values you can change for the game, the map and the overmap.
I haven't tried myself but maybe that's what you're looking for.
The desert region mod recently got the axe in DDA with no real reason as to why.
As far as I'm aware it's still set in New England, the desert thing was a mod that never really worked that was supposed to show that you could completely change the landscape.The desert region mod recently got the axe in DDA with no real reason as to why.
Is Cata still set in the New England states or did that change within DDA somewhere along the way? There's no deserts up that way.
I honestly don't get the complaints about electric zombies lacking CBMs in DDA. How are you justifying electricity generation in an undead biological mutant abomination, with cyberware that needs electricity to function in the first place? It's far more believable for electricity to be generated entirely biologically, given that, y'know, there's creatures existing in real life that do just that.
I honestly don't get the complaints about electric zombies lacking CBMs in DDA. How are you justifying electricity generation in an undead biological mutant abomination, with cyberware that needs electricity to function in the first place? It's far more believable for electricity to be generated entirely biologically, given that, y'know, there's creatures existing in real life that do just that.
I honestly don't get the complaints about electric zombies lacking CBMs in DDA. How are you justifying electricity generation in an undead biological mutant abomination, with cyberware that needs electricity to function in the first place? It's far more believable for electricity to be generated entirely biologically, given that, y'know, there's creatures existing in real life that do just that.
Apparently I never posted in this thread. So...PTW.
Also, looks like I need to check out Bright Nights!
* Hunter's visor, a variant of the mask of insight. Only covers the eyes and is compatible with mutant use in general, and fits on the outer layer to allow wearing it over full-face helmets.
* Illusory mantle is a variant of the mantle of shadows. Whereas the mantle of shadows is technically more like a robe with a decorative mantle, this is literally more like a mantle or capelet. Main benefit is being more mutant-friendly, in addition to being lighter.
* In the same vein as the above, thunder demi-gaunts are a variant of thunder gauntlets that better fit mutant anatomy, in particular being fingerless and compatible with natural attacks like claws, or can be worn over gloves.
* Luminous hammers are basically the lucerne hammer polearm converted into a hammer of the hunter. It's modified so that it could plausibly be more effective in melee range than conventional polearms, primarily to justify letting it count as a Via Gladium et Malleo weapon (since it'd be weird to have it be the only mage hunter melee weapon the style can't use), but I'm still not 100% sure if I'll stick with that. Its flash effect uses more dull essence than a normal hammer of the hunter, in exchange for being able to deal damage to normal enemies in its AoE instead of just shadow monsters. Added to both Via Gladium et Malleo and Fior Di Battaglia.
* Two variants of the wraithslayer. One's based off a pistol crossbow, having a bit worse accuracy and range but otherwise packing the same punch as the same variant (since it uses just as much dull essence per shot). The other is derived from a heavy crossbow, uses more dull essence per shot, and is beefed up accordingly.
The realism isn't what bothers me it's the slowly ripping out of all the sci-fi stuff that made the game interesting and stand out against all the other zombie games.Honestly I didn't really care for it much, those who want it can play BN, I have nothing against it. And I played on-and-off since like 2017.
I believe the last time I played they had reduced what bows and crossbows damage by 1/10 or 1/5 then raised their critical damage by the same factor making those weapons useless against anything with even a thick hide (since damage multiplies after damage calculations). Given I care about bows and personally don't believe it's a change that makes sense I kinda bounced off of current DDA and the stuff I hear about how CBMs are handled means I'm likely not going to go back. And well, as far as pockets go, Bright nights just got an implementation that lets me drop my backpack off my back then pick it up and wear it with all items contained in it. Not quite pockets but it does what I want from pockets mostly.Actually crit damage for bows was upped way more than that. They're pretty viable at high skill (but guns are better unless you really want to be silent or have ammo problems). At low skill they're pretty useless though.
The vitamin deficiencies got cut awhile back because they didn't do anything, and given the history of the game I doubt working versions will be getting implemented and time soon.Yeah it's not exactly a priority.
Honestly for me the biggest issues of CDDA are either purely on the UX side (that crafting menu is long overdue for some better structure), or relate to the overall "what now" question. Like it's really fun to start out and begin preparing for surviving the postapocalypse, it's somewhat tedious but still engaging to actually do the preparing and amassing enough everything to take on the world, but once you've done that... what now? It'd be nice to have some vaguely visible overall goal while you're doing your things. Even if it's just an intermediate goal rather than the final goal, it'd be good to have a definite thing to aim for once you're done with your personal mucking about.This I agree with, the game needs more... goals. I like doing dumb things like filling up vehicle tanks with maple syrup or collecting photos of monsters.
Still wish they'd give the NPC factions some randomly generated quests so there's something to do once their quest line is over.
What does a dishwasher do? Clean hard filthy items like Kevlar?Yeah, pretty sure that's what it does. Convenient if you want to wash a lot of items at once.
Looks like Cataclysm and drama never ends as the undeadpeople tileset guy decided to quit again, and then deleted his github.
https://old.reddit.com/r/cataclysmdda/comments/pc22p4/did_sdg_just_quit/
Some people backed up the tileset just in case :
https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup
https://github.com/Firestorm01X2/UndeadPeopleTileset
https://github.com/Theawesomeboophis/UndeadPeopleTileset
Up to now that tileset was the default one in Cataclysm Bright Nights, i wonder if they're going to maintain it or will switch to another one at some point.
it's kind of weird, because on DF I prefer tilesets over the ASCII(I know, that's gonna trigger some of you), but for Cataclysm, I prefer ASCII over tilesets
it's kind of weird, because on DF I prefer tilesets over the ASCII(I know, that's gonna trigger some of you), but for Cataclysm, I prefer ASCII over tilesets
it's kind of weird, because on DF I prefer tilesets over the ASCII(I know, that's gonna trigger some of you), but for Cataclysm, I prefer ASCII over tilesets
Other way around for me, I'm used to DF's default character set but prefer tiles for most roguelikes.
ASCII is better than tilesets for every game.ASCII = Always Superior. Cool, Intelligent, Igloos.
I just like having clothing and mutations being represented on my character.
Spoiler: behold! (click to show/hide)
Being able to be a catgirl from the start of the game is surely the best addition to this game. :3
I just like having clothing and mutations being represented on my character.I don't think it'd work for any character I play could be represented do to all the shit they have on as every character I play is the embodiment of Over Encumbered Man.
Nice. I'm gonna be a Hoofer.A what?
Spoiler: behold! (click to show/hide)
Being able to be a catgirl from the start of the game is surely the best addition to this game. :3
Nice. I'm gonna be a Hoofer.
Spoiler: behold! (click to show/hide)
Being able to be a catgirl from the start of the game is surely the best addition to this game. :3
Nice. I'm gonna be a Hoofer.
Will you hoo(f)ver up all the food on the map?
Nice. I'm gonna be a Hoofer.A what?
What tileset are you using? Both UDP and Ultica have hoof sprites. And there's an in-repo mod for DDA that allows you to start with any mutation, I can port it to BN if you want?Spoiler: behold! (click to show/hide)
Being able to be a catgirl from the start of the game is surely the best addition to this game. :3
Nice. I'm gonna be a Hoofer.
Will you hoo(f)ver up all the food on the map?
Hm, actually my character with that mutation doesn't have hooves.Nice. I'm gonna be a Hoofer.A what?
A Hoofer is a humanoid I created for a mod, it has Hooves and Horns (http://www.bay12forums.com/smf/index.php?topic=178825.msg8309416#msg8309416) Unfortunately, CDDA: BN doesn't let me start with horns. Sigh.
Added potted meat, also known as confit. Rather than corned beef or whatever one might think of, this refers to a historical style of food preservation where butter (the norm with potted meat) or fat (common with confit) is used to immerse and seal meat, fish, and the like.
Item's set to last comparably long to pemmican, and copies from it in lieu of any other good options since that's needed for compatibility with Nonperishable Overhaul. Can be extremely calorie-dense if you go sealing every chunk of meat you get in a glob of lard.
Recipe has difficulty on par with making jerky, but autolearns a level higher since it is more involved. Family cookbooks and the Scots cookbook can teach it sooner.
I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
I think I contributed... a character creation rerandomizer hotkey, and some improvements to using different fonts for the regular text, main map, and overmap. And the latter has been phased out, more or less. And most of my actual efforts were in that, and the ability to resize the window dynamically while the game is running, which went nowhere.I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
It's understandable that someone who has been contributing as heavily as you have to the DDA fork would be against a competing product.
I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
It's understandable that someone who has been contributing as heavily as you have to the DDA fork would be against a competing product.
I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
Honestly for me the biggest issues of CDDA are either purely on the UX side (that crafting menu is long overdue for some better structure), or relate to the overall "what now" question. Like it's really fun to start out and begin preparing for surviving the postapocalypse, it's somewhat tedious but still engaging to actually do the preparing and amassing enough everything to take on the world, but once you've done that... what now? It'd be nice to have some vaguely visible overall goal while you're doing your things. Even if it's just an intermediate goal rather than the final goal, it'd be good to have a definite thing to aim for once you're done with your personal mucking about.
I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
It's understandable that someone who has been contributing as heavily as you have to the DDA fork would be against a competing product.
Was this really a necessary comment? People can have preferences, and even then neither are commercial products, literally nothing to lose or gain.
Anyways, in case you guys didn't know there is a version of cataclysmDDA available on iOS devices now if any of you are interested in it, iirc it's named something like 'Cataclysm RPG roguelike' or something with either version E or F available.
The vitamin deficiencies got cut awhile back because they didn't do anything, and given the history of the game I doubt working versions will be getting implemented and time soon.Feel free to blame me for this, I jinxed it (https://github.com/CleverRaven/Cataclysm-DDA/pull/50273) >:(
The vitamin deficiencies got cut awhile back because they didn't do anything, and given the history of the game I doubt working versions will be getting implemented and time soon.Feel free to blame me for this, I jinxed it (https://github.com/CleverRaven/Cataclysm-DDA/pull/50273) >:(
My jab was a return of the one I responded to, in turn. I don't see much that is relevant to my interests in BN besides the end-goal thing (assuming it is there already), and much prefer the depth and complexity of DDA, even with the extra tedium it brings. My statement of expected popularity was based on that fact, and as such was just as worthless as the one I replied to.I think BN will eventually overtake CDDA in popularity. I for one don't see much reason to go backI've looked over the list of changes in BN (from regular DDA), and... unless it's really out of date, I honestly see little reason to even try it. And some of the listed changes I already don't agree with. So.. jury's out on what's going to be more popular.
It's understandable that someone who has been contributing as heavily as you have to the DDA fork would be against a competing product.
Was this really a necessary comment? People can have preferences, and even then neither are commercial products, literally nothing to lose or gain.
Anyways, in case you guys didn't know there is a version of cataclysmDDA available on iOS devices now if any of you are interested in it, iirc it's named something like 'Cataclysm RPG roguelike' or something with either version E or F available.
It was just about as necessary as the jab at the end of the comment I responded too. Seriously, go to other mediums where either one of these forks are brought up and see just how many unnecessary comments are directed at BN.
Oh sweet fuck, the PR says it's based on PK Rebalancing's implementation.
PK. REBALANCE.
There's no way it's not going to be garbage.
Vitamin deficiencies take a long time to come into effect in real life, and most of our food tends to have added vitamins anyway. Milk tends to be fortified with vitamin C and D. It's just more micromanagement at the end of the day, but I'm sure you already knew that.
The bickering has summoned The Toad, I wonder which part of the conversation got his attention?
i remember there were 2 CDDA-only threads on Bay12 and both were locked definitively due to heated arguments.I think there were three threads not including the original Whales one, but they all did get locked in the end.
Well, just about 3 things kinda bother me about this. One would be that it would take an anti material rifle to handle a dangerous zombie next to something you normally don't want to fight, and if you have one then the list of things you don't want to fight get pretty small. The other is that a turret is going to be fighting zombies for the rest of its existence because none of them would ever go down permanently no matter how many chunks fly off them. And the last being I would rather not keep track of every zombie I had to kill but not butcher after big fights.If there is a zombie next to something you don't want to fight, why would you even want to shoot the zombie, and risk attracting the thing you don't want to fight towards you?
Question: Do burnt zombies revive? My typical battle tactic is to put fire(s) between me and the zombies, and let them all die in the flames.Burned zombies and their variants are a thing, last I recall, but burned zombie corpses don't last long in an intense enough fire. I don't remember if burning zombies create a fire where they go down to keep burning the corpse, loot and/or building you might want to loot though.
I actually think they do revive as burnt zombie variants, but I'm not really sure. It would effect my post-battle routine, as I'm usually clearing out zombies between my base and where I want to loot.
I considered adding a double-barrel blunderbuss but shelved the idea for now since it could use some balancing to make sure it doesn't render the standard blunderbuss entirely obsolete.
Although making a double-barrel blunderbuss by taping two blunderbusses together would indeed render the standard one obsolete (since duct tape and ability to use it is common), instead requiring the barrels to be wielded together (since blunderbusses don't otherwise require wielding) would add a level would make the "standard" blunderbuss still quite useful as an easier-to-make base model.
And, uh, I would think the thing would work better if the barrels were wielded together instead of duct taped. Totally can justify it for real life reasons.
I always figured pipe guns were infinitely useful because they are a low-tech way to still get use out of whatever ammo drops you get from zombie hordes.
Pipe guns are only useful if you get ammo drops that match the pipe guns you make.
Can’t do that for every gun unfortunately. You can’t saw the stock off a bull pup, because that’s where the magazine is stored, and you can’t saw the barrel off of some automatic rifles, because in the AK for example, that’s where the gas piston is, which is the thing that actually makes it automatic.I knew about that stuff, I was mostly wishing there was a way to saw the stocks off of shotguns so could put them in the regular sized holsters, kind of like pistols but better.
A form of combatives used by the hunters of hunters, high-ranking assassins of an arcane order devoted to blood magic. Designed with various bladed weapons in mind but also usable unarmed, especially by mutants with claws or with a limited selection of unarmed weapons. Strength and dexterity improve your abilities, and arcane knowledge is needed to use the style to the fullest.
Kinda strange that some rando would come in and release a game he had nothing to do with on steam.It takes $100 and a build of the game. And a bit of work setting up the page. Technically, every publisher is exactly like that. :P
Can Open Source software be used for commercial purposes?
Absolutely. All Open Source software can be used for commercial purpose; the Open Source Definition guarantees this. You can even sell Open Source software.
However, note that commercial is not the same as proprietary. If you receive software under an Open Source license, you can always use that software for commercial purposes, but that doesn't always mean you can place further restrictions on people who receive the software from you. In particular, copyleft-style Open Source licenses require that, in at least some cases, when you distribute the software, you must do so under the same license you received it under.
Can I restrict how people use an Open Source licensed program?
No. The freedom to use the program for any purpose is part of the Open Source Definition. Open source licenses do not discriminate against fields of endeavor.
Can I stop "evil people" from using my program?
No. The Open Source Definition specifies that Open Source licenses may not discriminate against persons or groups. Giving everyone freedom means giving evil people freedom, too.
I remember seeing a post on reddit about this, the gifs showing some of the visuals looked neat, but I think it was p obvious it'd get slapped down as soon as it got any sort of traction. It is basically selling a game for free with the only real benefit being a probably prettier game.
Well, cdda on steam might be completely legal, but even setting aside the question of morality I would not trust the code that was put on steam to be harvesting user data or doing anything else that might be shady. Just suspicious as all get out behavior.
Kinda bothered by the way crashing one at max speed didn't cause any injuries last time I tried it out. Very odd. Maybe seatbelts are just that good.Weird, in my tests I crashed a helicopter and died instantly. And yeah, while z-levels are good... the game chugs around labs for me (I don't stick around them for this reason). Honestly while I like DDA more in general, one thing I liked more about BN when I gave it a spin is that it's better-optimized.
Also, hey, now, CDDA making z-levels mandatory seems to have caused much wailing and gnashing of teeth among the more performance-minded. It does make labs significantly slower--like, I profiled it, labs are hilariously slow due to the sheer amount of mobs processing on every Z in them. There's probably ways to schedule mobs so that that doesn't happen (perhaps if a mob hasn't noticed anything in a while, it goes totally inert, only reactivating when "pinged" by another mob seeing it, loud noise etc?)
I've always wondered why the only herbivore class is the slow ass cow, why couldn't we have something faster like a horse which would be a lot like the cow but faster or a deer which would be smaller.Rabbits are herbivores but yeah. Deer would be nice, there's already a category-less antlers mut.
Snake would probably need the in-progress limb rework which would also allow for tentacles to be represented better.
I still don't get why they decided to shove all the advanced tech out of the main game and only let aliens have that stuff.
I still don't get why they decided to shove all the advanced tech out of the main game and only let aliens have that stuff.
Realism, because only aliens invented cybernetics I guess.
changing cybernetics does go some way to fix labs being the one stop shop for everything exotic and nice. Now they only contain mutagens, energy weapons, nanofabricators, half-life suits, diamond coating machines, rare books and schematics, teleporters, nuclear batteries, guns and mechs
(and technically they are now less alien since cybernetics were previously supposed to be based ib mi-go technology and now it's just extradimensional human cyborgs)
Yepppp
Speaking of DDA, does anyone know of any up to date compilation of mods like what Kenan made? Apparently last month they've decided to cease support for DDA and solely focus on Bright Nights.
Which sucks bc I play both, and not having generally the same set of mods is annoying especially when I don't really know what comes from what mod, so I can't just find those separately if they're even updated :P
I wonder when they're gonna just remove everything not realistic and the game turns into a real life simulator?
There is Goat's compilation too, if I recall? Unless they quit DDA too, been a while since I've checked up on it. I'm always leery of mod compilations in general because it kinda fucks with keeping a mod up to date, because you've got people PRing fixes to the compilation instead of the source repo and the maintainers not telling the mod author, plus the compilation maintainer will always be slower on the draw to receive any updates the mod gets. Not really a sign of poor quality so much as an unavoidable problem that naturally comes from having what's basically a competing source for an actively-maintained mod.
To be entirely fair it used to be too easy to reach the endgame for a decent player.That's why turned the enemy spawn rate from 1 to 30, then towns go from something that you can get into in a days work to something that take several months of preparation to even think about and even then you only get a few feet in before you have leave to spend a few days healing.
Heh, I should try that.To be entirely fair it used to be too easy to reach the endgame for a decent player.That's why turned the enemy spawn rate from 1 to 30, then towns go from something that you can get into in a days work to something that take several months of preparation to even think about and even then you only get a few feet in before you have leave to spend a few days healing.
To be entirely fair it used to be too easy to reach the endgame for a decent player.That's why turned the enemy spawn rate from 1 to 30, then towns go from something that you can get into in a days work to something that take several months of preparation to even think about and even then you only get a few feet in before you have leave to spend a few days healing.
changing cybernetics does go some way to fix labs being the one stop shop for everything exotic and nice. Now they only contain mutagens, energy weapons, nanofabricators, half-life suits, diamond coating machines, rare books and schematics, teleporters, nuclear batteries, guns and mechs
(and technically they are now less alien since cybernetics were previously supposed to be based ib mi-go technology and now it's just extradimensional human cyborgs)
tbh i kinda wonder if even that'll be true eventually.
feels like DDA's catering less towards every player and more towards the -in the words of a redditor who i can't find the comment of- jaded player who knows the meta and every mechanic in and out, and attempting to push that player's lategame from a few seasons to a few years out.
That depends on how much effort they'll put into making NPCs and mission stuff less broken, which historically has been "not a lot of effort" from all I've seen.I mean I had little problems with the Exodii so far. Wandering NPCs do have problems and nobody denies that.
I have not followed development since a while, yet i noticed this word mentionned a couple of time so i'd like to ask what are "Exodii" ?
Humans didn't even quite invent them originally in the old lore, they were based on mi-go technology.I have not followed development since a while, yet i noticed this word mentionned a couple of time so i'd like to ask what are "Exodii" ?
Alien alternate-universe cyborg humans who invented bionics (and evidently now survivor suits) because regular playable humans are too smooth-brained to have invented those things evidently.
Kimda sounds like someone was into yugioh.
Does that mean those Exodii guys will start yelling at us about the heart of the cards?
Especially in the Art of Gambling.Does that mean those Exodii guys will start yelling at us about the heart of the cards?
We all know those ancient civilizations were far more advanced than us moderners.
At least one version of Cataclysm is fixing stuff rather than making more bugs.
A game with a GM can achieve better fine detail than even a videogame which focuses on that, and has the ability to cut out that detail when not needed. Going through all of cata's crafting systems on a pencil and paper would be pretty pointless, because all those systems don't exist to be fun to interact with, they exist because their results are fun, and you don't have a GM to just decide what you're able to build or not thus needing a complicated system for the computer to handle basically the same thing in a more tedious way.Yeah. It would be dumb to move the entire crafting system. I'm not going to make it as complex as the video game because that would be impossible to run. Even though I like the attention to detail in CDDA, I'm not insane enough for that.
Thing is, there are only two things that separate Cataclysm from a generic zombie game.
The first is the Apocalypse kitchen-sink setting. It’s not just zombies, it’s Migo’s and Triffids. Rogue military robots run astray (ie. the chicken walker) and old junji-ito esque horrors recently unearthed. Fungaloids that eat your lungs and mutant insects larger than they should be. Cybernetics are rare, but mainstream. Mutation serums are a closely kept secret, and police stations are a technological nightmare.
The second is that insane attention to detail. You can craft almost anything assuming you have the appropriate tools and knowledge. You can build the fortress of your dreams, or a Death-mobile that surpasses anything that would ever come out of Mad Max. Or maybe just kill a moose, and tan it’s hide to make a beautiful wwinter parka.
If you want to cut out the latter, then you better focus like hell on the former. It’s the more interesting part anyway, if only the devs could see that.
Trying Bright Nights. Discovered that calories not only was needless and confusing change, it was also half-baked change. ::) Hopefully there aren't many items stuck on the old system.Is that canned food with a spoilage time? Huh?
(https://i.imgur.com/FqNV8zR.jpg)
The glass jar is unsealed (already opened) so it being vulnerable to spoilage would be expected.See I know that, it's just that in DDA pickled veggies spoil way faster than 2 seasons and so I drew the wrong conclusion.
See I know that, it's just that in DDA pickled veggies spoil way faster than 2 seasons and so I drew the wrong conclusion.
At least one version of Cataclysm is fixing stuff rather than making more bugs.
Just gonna say that I play DDA and not Bright Nights.At least one version of Cataclysm is fixing stuff rather than making more bugs.it would be wise to expend your energy on being positive toward your preferred fork instead of complaining about the one you don't play
sorry, basic question:
is possible to use a washing machine? i don't find any mode to interact with the machine.....
...couldn't really be called a sword, it was more like a giant, jagged chunk of iron...
Does BrightNights have the weight system? I can't see if my character thinks they are obese or not but I do see number on bathroom scales change so it looks like it is, what I'm not sure though is if there is any malus from being obese, it looks like there can be from being malnourished.
And just to confirm that it doesn't have the vitamins stuff in it right?
Crashed my car into a tree and died (DDA BTW). 3 days in so not much of a loss but I got cocky and started speeding. Was an okay start though.
Vehicle parts all have individual armor values. The obviously fragile stuff, like windshields and headlights will break right away, but most of the sturdy stuff is functionally indestructible as far as regular zeds are concerned.
Auto-anything in Cataclysm is basically Auto-RIPscreen.The new auto drive and new auto walk never got me killed, in fact it nicely swerves around obstacles way better than I can do.
I go 50 max on roads and 70 in fields and if I play my cards right I don't hit any rocks, but I only do that in the day time and only go about 30 at night.Yes it can now. And it no longer acts like a drunk driver.
Also can autodrive go over bridges now or have they not fixed that yet?
I can't say I know what's going on there, but this wouldn't be the first time that zombie bashing behavior has been weird.Vehicle parts all have individual armor values. The obviously fragile stuff, like windshields and headlights will break right away, but most of the sturdy stuff is functionally indestructible as far as regular zeds are concerned.
I mean as in they aren't attacking the vehicle at all. No whumps and thumps, smashes or crashes as far as vehicles are concerned.Spoiler (click to show/hide)
I'm just waiting by the vehicle and thy aren't doing anything. Cars in cities are only wrecked from spawn, not scattered masses of chunks of steel and broken glass.
The active world mods are Bright Nights, Disable NPC needes, Simplified Nutrition (which should really be the hint that vitamins aren't in there, but scale did confuse me), elevated bridges and craftable gun pack.
how i can tame cow?
Did you actually remember to throw the grenade? It's kinda wonky how it shows that it ran out of energy lol but that's a purely visual bug that's been there for as long as grenades were because of how the timer is represented internally.
Nothing wrong with the dynamite tumbling to the floor, your arms broke lol.
That's strange, I regularly throw grenades and that never happened to me. They always exploded after the message. Might be fixed in experimental.Did you actually remember to throw the grenade? It's kinda wonky how it shows that it ran out of energy lol but that's a purely visual bug that's been there for as long as grenades were because of how the timer is represented internally.
Nothing wrong with the dynamite tumbling to the floor, your arms broke lol.
The explosives are bugging out and failing to explode when their fuze runs out, which seems to be a charges bug. It is NOT a visual bug, the affected explosives vanish with no kaboom.
And yeah, nothing wrong except sometimes wielding my UNLIT explosive makes it EXPLODE despite being INACTIVE, and then I drop the explosive that STILL EXISTS despite having EXPLODED.
Cow now is friendly with me… how I can take the milk?I think 'e'xamining the cow should work. Never messed with them myself, but when in doubt, e. Have a watertight container with you.
Cow now is friendly with me… how I can take the milk?I think 'e'xamining the cow should work. Never messed with them myself, but when in doubt, e. Have a watertight container with you.
Umh.. “e” don’t give me nothing… I have plastic bottleI think you need a bucket. Plastic bottle...might take more skill than your lowly city survivor has.
emh.... sorry for the question.... now i am with the "portal storm" and i have see the "absence" monster.... how, and if, can kill it and how i can exit to the "storm"??Portal storms are the acid rain replacement. Get inside a building! The monsters will disappear then. Cars won't help unless they have boards like a RV IIRC and even then I'm not sure.
Finally came back to Cata after having not played at all since pre-release O.D. As someone who's been playing Cata since the early Whales days, it's disappointing that there's been very little work done on the map gen in a while (I'm talking overmap gen, not local map gen, which has gotten way better even since the last time I played). It really feels like overmap gen hasn't been touched (outside of adding lakes and adding more junk to spawn) since they took out highways and made cities more coherent. It's a shame too because of how nice the local maps are now, but some of the city generation and rural special generation is deeply nonsensical. Why are steel mills so far from cities? Why are there random swamp tiles in the downtown of a big city? Why is there a strip club in the middle of a residential neighbourhood? Why is there a trailer park in a city block? Why are the rural areas so empty when they should be full of farms in non-forest areas if we want to carry the game's insistence on realism into the world generation? Why is road generation still so weird? Why is there a farm with no house on a tiny island with two bridges leading to it? Why are two tile houses generating at road ends so half the house fronts onto a field. etc. etc. Sure, some of these are edge cases, but stuff like road generation out of cities still hasn't been touched, and it feels like has in some way gotten worse since highways were removed ages ago.1. Overmap worldgen is lacking, yeah. Always has been.
I'm very out of the loop with Cata dev drama, but has there been any effort towards making world gen more coherent/realistic in any of the branches? I'm speaking here about DDA because I haven't tried any of the big branches yet, but it is disheartening to see a lot of the same weirdness with world gen that there was back in like 2016.
Also holy fuck, the pocket system shouldn't have been added to a full release without an actual UI for managing it. It is deeply frustrating to keep putting my 3.5 litre jar in the long rope I'm wearing on my person and have no easy way to manage where to store it.
Unfortunately there seems to be no current development in that direction in either DDA or BN. Maybe eventually.
Speaking of highways I don't really remember them being more that just one random segment that randomly showed up from time to time, I wonder if they'll ever actually make proper highways.Highway layout works much better in C:Whales (and thus my fork C:Z); it's something I plan to conserve when an overmap re-tuning actually gets scheduled. (Which is tenably ETA years; I've been grinding over 2 years calendar time at infrastructure for long-range pathfinding.)
If I had a nickel for each time I saw someone trying to implement NFTs into CDDA, I'd have two nickels. Which isn't a lot but it's weird that it happened twice.
Can we just talk about crypto bros being stupid? In what way would it even improve the damn game?
Speaking of highways I don't really remember them being more that just one random segment that randomly showed up from time to time, I wonder if they'll ever actually make proper highways.Highway layout works much better in C:Whales (and thus my fork C:Z); it's something I plan to conserve when an overmap re-tuning actually gets scheduled. (Which is tenably ETA years; I've been grinding over 2 years calendar time at infrastructure for long-range pathfinding.)
If I had a nickel for each time I saw someone trying to implement NFTs into CDDA, I'd have two nickels. Which isn't a lot but it's weird that it happened twice.
Can we just talk about crypto bros being stupid? In what way would it even improve the damn game?
For people interested in that NFT craziness, i had a good laugh with this article :
https://www.theverge.com/22310188/nft-explainer-what-is-blockchain-crypto-art-faq
Also, NFTs have a feature that you can enable that will pay you a percentage every time the NFT is sold or changes hands, making sure that if your work gets super popular and balloons in value, you’ll see some of that benefit.
I consider this (https://www.youtube.com/watch?v=YQ_xWvX1n9g) to be a better explanation, but it's a 2-hour long video essay rather than an article.
The best part was Kevin's reaction with the Rocket emoji. I'm going to assume it means something positive but chuckle at what it might also mean...
Overall, the conversation between people working on "opposing" projects was more civil than I might have expected, so good job to them both on that.
Has anyone ever thought of a "Backrooms" total conversion mod for Cataclysm DDA before?What's backrooms?
The Backrooms is a place that exists in the space between different Realities. No one knows exactly what conjures up the prerequisite conditions for someone to end up in the Backrooms, but it all starts with being "No-Clipped" out of your local Reality and into the Backrooms.Amazing!
The Backrooms is composed of many different "Levels" of varying composition and spatial parameters. One level could be a small cabin in a valley, while an entirely different room could just be clouds that span on infinitely.
All levels are filled with strange beings called "Entities" by the various survivors that find themselves in the Backrooms. Some are harmless, some are neutral but respond to hostilities, and most are outright hostile.
You can check up more about the Backrooms in here: http://backrooms-wiki.wikidot.com/
I never dabbled with mutagens in cataclysm, but if I'm reading that right, that bottle contains a mixed slurry of 14 different types of mutagen.
What the hell is going to happen if you drink that?
The Backrooms is a place that exists in the space between different Realities. No one knows exactly what conjures up the prerequisite conditions for someone to end up in the Backrooms, but it all starts with being "No-Clipped" out of your local Reality and into the Backrooms.Think this has comparable data representation problems to portals (i.e., locations have to be revamped to replicate this non-Euclidean setup properly), or proper vehicle interiors. [The latter is something I have in my long-range plans...no ETA].
I never dabbled with mutagens in cataclysm, but if I'm reading that right, that bottle contains a mixed slurry of 14 different types of mutagen.
What the hell is going to happen if you drink that?
Is that why it costs 1.2M dollars?
Man, I wish I could snag that and just sell it myself. lol
Barter value: 40 dollars.
Use it! Use it!Barter value: 40 dollars.
Someone will buy it for a lark. Not worth using.
1. Drop the distinction between raw butter and regular butter.
2. Implement a basic recipe for producing butter directly from raw milk (possibly also milk), using a source of any container quality and some salt. This recipe could be autolearned, with booklearns from various relevant books. Buttermilk as a by-product can be kept if it has any worthwhile uses, otherwise obsolete it too. The heavy cream step can be abstracted away as some extra time, depending on point three.
3. If any extra uses can be thought up for heavy cream, we could keep the step of making a cream jar. Otherwise, obsolete heavy cream entirely.
4. Add a separate recipe for making butter more efficiently with a butter churn. Otherwise same basic concept as the manual method, possibly booklearn-only and with more survival-focused book selection.
5. Atomic butter churns in Aftershock are silly, and their current use is largely pointless. If we don't obsolete them, maybe have them used in a recipe to make ghee directly from milk, implying that the atomic churn also heats the milk during processing to clarify it.
6. Make sure that production of butter has sane use of calories, charges, and such to hit the intended target nutrition per unit of butter.
1. Add a recipe for farmer's cheese, green cheese, paneer, whatever you want to call it. Milk or raw milk, vinegar, some salt, boiling and relevant cheesemaking tools. Basically makes fresh soft cheese made directly from milk without using rennet. Simple enough it could be autolearned.
2. Allow said farmer's cheese to be smoked into hard cheese, as this is simpler and more logical to autolearn than making aged rennet-based cheese. Include both smoking entry in the item definition and a recipe using charges of a smoker, as is normal for smoking food.
3. Sanity-check calories, yield, and charges of both types of cheese. Probably 5 charges per stack for both, 20% yield for curds so 5 charges of milk plus 1 charge of vinegar would yield 5 charges of fresh cheese. Each charge of cheese should have about the same calories as 1 charge of milk as a result. Likewise hard cheese should be 5 charges, calories can stay unchanged.
4. If we keep the other method of making cheese, it needs some reworking to better fit making large batches of cheese more efficiently. Drop the vinegar requirement from curdling milk, it already uses a source of rennet. Optionally add an actual rennet item made by drying stomachs and mixing with water, so a fresh stomach isn't such a blocker for production. This production chain can stay booklearn-only so long as smoking green cheese is autolearned.
Good luck with your chess production! :P
...you didn't include plans for Ice Cream production. ???Good luck with your chess production! :P
Fixed. I screm.
I never dabbled with mutagens in cataclysm, but if I'm reading that right, that bottle contains a mixed slurry of 14 different types of mutagen.You get random animal parts stuck to you. You won't die. Probably. And they're buffing mutagens soon so it's not so dependent on taking Robust Genetics. As a
What the hell is going to happen if you drink that?
The Backrooms is a place that exists in the space between different Realities. No one knows exactly what conjures up the prerequisite conditions for someone to end up in the Backrooms, but it all starts with being "No-Clipped" out of your local Reality and into the Backrooms.Think this has comparable data representation problems to portals (i.e., locations have to be revamped to replicate this non-Euclidean setup properly), or proper vehicle interiors. [The latter is something I have in my long-range plans...no ETA].
I.e....think "color" (a total conversion mod for C:DDA/C:BN) is much easier than properly replicating.
The Backrooms is a place that exists in the space between different Realities. ........I.e....think "color" (a total conversion mod for C:DDA/C:BN) is much easier than properly replicating.
Color? There's a TC mod going on named that, or are you just referring to the various TC mods that do exist?
Was that the "bone armor removal" situation all over again with people pointing historical source about armor with bone reinforcement but still being ignored ?
I remember bone armor, never really used it because by that point you have better options, I don't miss it. Honestly, I feel the claims about Kevin "ruining" the game are exaggerated massively, because I, personally, find DDA more fun. Nothing BN added (or removed) interests me enough to make me move over.
Even as someone generally pro-Kevin... this is less about re-adding realism'd-out things, but what about more types of homemade bombs? Like one that sprays acid over a wide area.I remember bone armor, never really used it because by that point you have better options, I don't miss it. Honestly, I feel the claims about Kevin "ruining" the game are exaggerated massively, because I, personally, find DDA more fun. Nothing BN added (or removed) interests me enough to make me move over.
Hey, if you can think of a particular feature Kevin realism'd out that you might want to see again, you can always help give ideas.. :3
And PSA time for those of you who might be involved in modding: The way itemgroups are set up is basically going to be flipped around to be completely the inverse of how they currently work. (https://github.com/CleverRaven/Cataclysm-DDA/pull/56469)
In a nutshell, they're adding the ability to make itemgroups override each other, like monstergroups and items and such can (that's good). Problem, they're making it the default behavior and thus messing with every single mod in existence which relies on the assumption that you can always just add items to a pre-existing group.
Worse, this will PROBABLY fuck over literally one of the only ways to get two mods to have their content interact with each other without a third patchmod, given how self-copy-from usually works.
This is going to sound dumb, but I swear I've noticed in mod JSON stuff that structure seems to change in a few arbitrary ways that don't seem like they're useful. Is this one of those situations, even with the benefit this is adding?
It's almost as if they don't want people to mod the game anymore.
...And thus, the crown of Defender of Cataclysm: DDA passes unto Random_Dragon. The way it always does: by default.
What is BN?
Edit: I see, Bright Night. Is there a wiki for this version already?
Mostly, the old outdated chezzo DDA wiki is applicable to Bright Night as well. Probably about as relevant as it is to DDA...What is BN?
Edit: I see, Bright Night. Is there a wiki for this version already?
The github pages for it has some info but if you mean like the chezzo DDA wiki that's immensely outdated, no.
Plant getting the ability to grow vehicles out of wood
Plant getting the ability to grow vehicles out of wood
Oh my lost youth
https://www.youtube.com/watch?v=y9K0SzFIf4A
Soon mutations are getting a big rework in DDA, basically every path will be buffed and have some kind of gimmick, like Lupine getting combat buffs if near other Lupine NPCs, Beast getting a berserk ability, Elf-A getting pollen that can control NPCs, Plant getting the ability to grow vehicles out of wood, etc. Mylie best dev.
I'm excited.
I get that some need buffing in some way, but why do they all need a gimmick?1. To differentiate them and give each an unique playstyle.
Also KittyTac you were talking about adding your own mutation lines, did you ever decide on what you were making?
Well not only will getting mutagen be easier so you can make more lupine NPCs but mutation speech checks will be made easier by making some NPCs not care if you are a mutant.Plant getting the ability to grow vehicles out of wood
Oh my lost youth
https://www.youtube.com/watch?v=y9K0SzFIf4A
I miss when I was naive enough not to say "Damn, they're really gearing up to sell some toys!"Soon mutations are getting a big rework in DDA, basically every path will be buffed and have some kind of gimmick, like Lupine getting combat buffs if near other Lupine NPCs, Beast getting a berserk ability, Elf-A getting pollen that can control NPCs, Plant getting the ability to grow vehicles out of wood, etc. Mylie best dev.
I'm excited.
Eh, some of those seem awful in comparison to others. Lupine require other Lupin NPCs? Yeah, that'll happen. Elf-A seems nice, but NPCs worth controlling are kinda rare. Plus, we got the speech checks for that!
Is it possible to make allied NPCs drink mutagen? Might be OP but something like a mutagenic bite mutation which lets you put other humans onto the same path as you would be interesting.1. You can make NPCs drink/inject mutagen if they're allies. No problems regarding that. The hardest part is making/finding enough furry juice and a decent NPC.
Now I'm imagining a eusocial insect mutation chain where you become the queen and bite random NPCs to make them your insect-mutant thralls. Bad for direct combat but can spawn minor insect monsters / steal giant ant workers / mutate humans into your minions?
1. To differentiate them and give each an unique playstyle.I thought they were supposed to add to the playstyle you chose not have their own?
2. There will be offshoots (mixed paths), I'll add some like fox (lupine+feline), hyena (lupine+rat), sauropod (raptor+cattle), etc.That all sounds pretty cool, can't wait to see it finished.
They were supposed to change your playstyle but most fell kinda flat due to situationality or ended up as boring stat boosts (looking at you, alpha, soon you will become Luciferium).
It's safe and boring until you run out of it!They were supposed to change your playstyle but most fell kinda flat due to situationality or ended up as boring stat boosts (looking at you, alpha, soon you will become Luciferium).
I thought the whole point of alpha was to be the safe and boring option amidst all the potential madness mutagens could offer. I think it's a niche that shouldn't be neglected.
I haven't played the newer versions of the game so are portal storms like the emissions in stalker?
So how do you avoid it then, be underground?I haven't played the newer versions of the game so are portal storms like the emissions in stalker?
More or less, except most of the side effects don't care at all if you're in shelter in any way.
Is this weather random or is it triggered by something ? And how much chances there is for one to happen ?
Unless i am missing something, it does not seem to be implemented in CBN ?
It seems to be pretty badly designed because the stuff it does to you don't really have any real counter. It's telling that the Innawood mod adds overrides to force it to chill out a bit. (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/mods/innawood/portal_storm_effect_on_condition.json)The counter is going inside, I wait them out in my RV or cabin. Portal storms are fine, they fill acid rain's niche except with cooler flavor.
Meanwhile in modding, finished up the pile of DDA-specific ideas I posted about earlier, and merged it. Now on to the next big old pile of ideas that've come to mind recently.
The counter is going inside
{
"type": "effect_on_condition",
"id": "EOC_PORTAL_TELEPORT_STUCK_START",
"condition": { "not": "u_driving" },
"effect": [
{ "u_location_variable": { "u_val": "stuck_teleport" }, "min_radius": 0, "max_radius": 0 },
{ "run_eocs": "EOC_PORTAL_TELEPORT_STUCK" },
{ "u_message": "The moment feels thick, as if it's not quite over.", "type": "bad" }
]
},
{
"type": "effect_on_condition",
"id": "EOC_PORTAL_INCORPOREAL",
"condition": { "and": [ { "not": { "u_has_worn_with_flag": "PORTAL_PROOF" } }, { "not": "u_driving" } ] },
"effect": [
{
"arithmetic": [
{ "global_val": "var", "var_name": "ps_incorporeal_str" },
"=",
{ "global_val": "var", "var_name": "ps_str" },
"*",
{ "time": "1 seconds" }
]
},
{
"u_message": "You feel stretched, as if part of you was elsewhere. You are not solid enough to affect matter, and your equipment falls through you.",
"type": "bad",
"popup": true
},
{ "u_add_effect": "incorporeal", "duration": { "global_val": "ps_incorporeal_str", "default": "1 seconds" } }
]
},
And as for direct "fuck you for existing" effects, only the "here's some pain" event bothers to check if you're indoors. All of the absolute MOST annoying events instead only bother to check whether you're currently driving, notably the "you're incorporeal now, drop all your shit" event and the "constantly teleport you back to the space you were when this event started" event.
2. There will be offshoots (mixed paths), I'll add some like fox (lupine+feline), hyena (lupine+rat), sauropod (raptor+cattle), etc.Well finally I get a fox mutation line even if it's not a full path...
Does that mean that at some point they'll be able to make the entire US as the game map?
Also why the hell did they stop letting us grab crap with E key?
Noticed in the CDDA commits , there was something rather amazing :
https://github.com/CleverRaven/Cataclysm-DDA/pull/56778
https://preview.redd.it/if4q4u81b0u81.png?width=1069&format=png&auto=webp&s=a664ae14406b92b3316e64d7710a2e3bccc306ed
I hope it means some people will be able to make more real life locations maps like this one in the future.
It's a neat gimmick, but until they actually rip the guts out of the godawful city and road generation, it'll only ever be a gimmick.
I'm not sure it is really important to have 50 or 110 fps in something that does not feature animations and is turn based ?
[2:59 PM] olanti: More draw frames means code is faster
[2:59 PM] olanti: More FPS frames means code is friends with the OS
Noticed in the CDDA commits , there was something rather amazing :
https://github.com/CleverRaven/Cataclysm-DDA/pull/56778
https://preview.redd.it/if4q4u81b0u81.png?width=1069&format=png&auto=webp&s=a664ae14406b92b3316e64d7710a2e3bccc306ed
I hope it means some people will be able to make more real life locations maps like this one in the future.
It's a neat gimmick, but until they actually rip the guts out of the godawful city and road generation, it'll only ever be a gimmick. My big pet peeve is the massive Isherwood special that always looks so out of place, especially on the pics from that mod. Speaking of bad map generation, I had this wild bit of map gen recently:Spoiler: large image (click to show/hide)
Even aside from the many many redundant bridges, there's a lot to unpack there.
It's more fucked up in the roads department. I mean, what were they thinking with that road to the Evac Center?Noticed in the CDDA commits , there was something rather amazing :
https://github.com/CleverRaven/Cataclysm-DDA/pull/56778
https://preview.redd.it/if4q4u81b0u81.png?width=1069&format=png&auto=webp&s=a664ae14406b92b3316e64d7710a2e3bccc306ed
I hope it means some people will be able to make more real life locations maps like this one in the future.
It's a neat gimmick, but until they actually rip the guts out of the godawful city and road generation, it'll only ever be a gimmick. My big pet peeve is the massive Isherwood special that always looks so out of place, especially on the pics from that mod. Speaking of bad map generation, I had this wild bit of map gen recently:Spoiler: large image (click to show/hide)
Even aside from the many many redundant bridges, there's a lot to unpack there.
You say wild mapgen, I say I would love to play that.
I looooove water worlds in CDDA, gives me a reason to build boats.
I'm curious if anyone else has had trouble with extreme slowdown involving NPC farming activities (in BN). I've got a little evac shelter faction camp set up with 8 adorable rescue cyborgs (because how could anyone not rescue all the cute prototype cyborgs). I've periodically had issues with them doing farming tasks which would increase their AI time enormously, making a tick take >1 second. I did a 3 hour surgery while this was happening once, and it effectively softlocked my save until I built from source and hacked out the bit of their brains that were responsible for locating shovels for farming tasks (as apparently they were triggering a fetch task on a shovel repeatedly for some reason).
Has anyone else has come across similar issues surrounding npc slowdowns when farming is assigned, or if this is specific to the conditions in my save's layout?
What has happened to this game, it seems like performance gets worse every update, it heats my computer up so much that it shut itself off now as well.More dishes in the kitchen sink game, and nobody's cleaning them.
What has happened to this game, it seems like performance gets worse every update, it heats my computer up so much that it shut itself off now as well.
Should have mentioned that I was talking about DDA in that statement.What has happened to this game, it seems like performance gets worse every update, it heats my computer up so much that it shut itself off now as well.
DDA, BN, or both? For BN we've had a lot of performance updates over the past month or so but I'm not sure what the actual impact is under stress, i.e. labs, refugee center, etc.
Is the latest experimental for DDA still from November of last year, or is that section of the wiki completely obsolete?It gets updated several times a day. The wiki is outdated, people use Hitchhiker's Guide To The Cataclysm (an auto-generated "wiki") now. Human editors can't keep up with updates enough to keep the Chezzo wiki up-to-date. It's abandoned, basically.
Honestly I am not noticing a difference in performance between 0.F stable and the latest experimentals, maybe your computer got dusty inside, or your RAM got full, or you have crypto-mining malware leeching on your CPU.I highly doubt I have crypto malware, but I think it might be the RAM as I've only got 2gigs of the stuff in this thing.
0.G stable is coming soon in DDA. Currently the experimentals are in a feature freeze/bugfix phase (and they've been doing a good job, they made NPCs not throw their guns finally). I don't know if the mutation rework got grandfathered in as an ongoing project or if it's frozen until 0.H experimentals. Whatever it is, I'm looking forward to it. I even made around 10 small PRs to fix things that annoyed me or to add small features.
You mean appliances? Yeah, in my last run I had a base with an appliance fridge and nothing threw any errors.0.G stable is coming soon in DDA. Currently the experimentals are in a feature freeze/bugfix phase (and they've been doing a good job, they made NPCs not throw their guns finally). I don't know if the mutation rework got grandfathered in as an ongoing project or if it's frozen until 0.H experimentals. Whatever it is, I'm looking forward to it. I even made around 10 small PRs to fix things that annoyed me or to add small features.
They ever fix that issue where after a save/load almost every furniture-tool prints a "duplicate defined" load error?
List of previous contributors:
Sir Hoder, Tsu's, Waldo, Coleen, Deon, Blockhead, Arex, Mshock, egomassive, Ragamer, ChunkofMeat,
Ruxe, Oakforce, Xotto, Chezzo, Arkenstone1, SomeDeadGuy, budg3
Base MShock32 Modded, Xotto plus his works.
Is there anything you can do to get yourself credited?
Or merge it and ignore crediting you. :P
List of previous contributors includes, but is not limited to:
Sir Hoder, Tsu's, Waldo, Coleen, Deon, Blockhead, Arex, Mshock, egomassive, ChunkofMeat, Ruxe, Oakforce, Xotto, Chezzo, Arkenstone1, SomeDeadGuy, and budg3.
But think of all the new sprites they're gonna need now.Nah, it just copies the part sprite. Ugly, but you don't usually drive diagonally for very long or park your car diagonally, so it's whatever.
Ugly, but you don't usually drive diagonally for very long
I wonder, will Mechs ever be added to Cataclysm DDA? Is that possible?
I'm not sure where is the problem there, i mean unlocking features through character progressions/achievements is rather standard gaming since decades.
Adding in such a plateau where you have to do certain things to unlock features that weren't lock-gated before... Just seems so arcady/gamey to me.
It's funny because they're so adamant that DDA is a simulator and not a game,
Cataclysm: Dark Days Ahead is a turn-based survival game set in a post-apocalyptic world.
Adding in such a plateau where you have to do certain things to unlock features that weren't lock-gated before... Just seems so arcady/gamey to me.
It's funny because they're so adamant that DDA is a simulator and not a game, so this falls into the same trap of "realism only matters if it hurts the player" in that it's a very gamey feature that only hurts the player so of course they'd love it.
And to preempt the inevitable shitpost: yes, we know they're SAYING this feature will be optional. But our trust that it won't become a mandatory obstacle at some point is basically non-existent.
I'm pretty sure I saw Kevin say that.QuoteIt's funny because they're so adamant that DDA is a simulator and not a game,No one says that
And to preempt the inevitable shitpost: yes, we know they're SAYING this feature will be optional. But our trust that it won't become a mandatory obstacle at some point is basically non-existent.Paranoia much? I actually agree with the rationale, too many new players go for a challenge start or a profession like Prototype Cyborg first, get frustrated, and quit. Those professions being available to new players often hurts them.
But what if you decide to update and just start all over rather than having to mess around with moving folders and want to play one of the challenge things from the start rather than having to go through a bunch of shit to get the achievement?Don't you already move settings and save files and stuff like that when updating? You can also use a launcher and forget about it.
I almost always go for max points by taking the infected wound + burning building start and usually die, but if I survive the character is strong enough to feel cheesy after finding gear. I don't mind start scenarios being locked especially if it's optional in the options menu for a new world or whatnot, I would probably play a more average and less min-max character the next time I play DDA instead of a Katana wielding super genius.Yeah I like roleplay starts. I don't really minmax, I just play as my character would act.
Do that pocket thingy needs to be implemented directly in the code ?No, it's ingrained in the code, and there's no way to turn it into a mod without an ungodly amount of effort spent on making edge cases for everything that uses pockets. Source: I'm a DDA contributor and know how the code works somewhat.
I mean can't it be implemented as a mod so people that prefer the CBN way can continue without the pockets system and those that wants this feature can just enable the mod ?
That is sad but not unexpected.
I guess it's another case ofYep.QuoteThat is sad but not unexpected.
Don't you already move settings and save files and stuff like that when updating? You can also use a launcher and forget about it.Only the keybindings and mods that aren't included in the game, like to start fresh especially since I only updated every few months or once a year. Also I don't use the launcher as it's not that hard of a game to set up, and I thought it was a third party thing.
the community has too much freedom of speech and thus attracts various bigots who were expelled from the DDA community. The last thing I want to do is associate with them. It's toxic.Just because it has freedom of speech doesn't mean it's filled with bigots, but I'm well aware of how much you hate that stuff so I'm sure you'd hate it even if it wasn't. Also wouldn't that mean the DDA community is also toxic if the bigots were there first?
I could take or leave pockets some ways they're really nice and others they are annoying.
When it comes to starts I never use points on skills and instead use them for stats since those can't be obtained in game without mods, then pick whichever profession sounds interesting to play as and it's usually whatever sounds the most interesting at the time and doesn't make me spawn in town since I also set the zombie spawn rate to 30 which makes anything with zombies a death trap even if I have a gun, then if I spend the next few months gathering equipment and ammo until I feel I'm ready to try to start chipping away at a town so I can get inside.
Also I always start with the helicopter pilot thing since I've yet to live long enough to find a working one and see it as a challenge to get one and fly around in it even if they do seem kind of useless given the rarity of fuel, fuel consumption, and inability to repair them.Don't you already move settings and save files and stuff like that when updating? You can also use a launcher and forget about it.Only the keybindings and mods that aren't included in the game, like to start fresh especially since I only updated every few months or once a year. Also I don't use the launcher as it's not that hard of a game to set up, and I thought it was a third party thing.
So you indeed do move folders already. It's likely going to be in the config folder, which has your keybindings.the community has too much freedom of speech and thus attracts various bigots who were expelled from the DDA community. The last thing I want to do is associate with them. It's toxic.Just because it has freedom of speech doesn't mean it's filled with bigots, but I'm well aware of how much you hate that stuff so I'm sure you'd hate it even if it wasn't. Also wouldn't that mean the DDA community is also toxic if the bigots were there first?
1. Except I have seen screenshot proof of people in the Discord complaining about "trannies". I wouldn't say such things if I hadn't seen it. Online free speech always results in this happening. There can never be any exceptions.
2. No because they got kicked out.
I just use Freeform when creating a character.Me too.
Will the Nether Realm ever be implemented in any of the Cataclysm branches? It's been years.It's planned, but as I understand it, the way the map is stored is coded in such a way as to make multiple dimensions hard. It's obviously doable, but might require a ton of effort.
I didn't say it was a cesspit on the scale of the actually Nazi-filled oldcord, but it still allows some... iffy people to remain according to what I have heard (not even from the devs).
So of things to say that's more on topic. How's everyones progress doing in Cata? Been playing around a bit and relearning how to make a proper vehicle again.
This is one of the long-range targets for C:Z. Nothing happens until the location format is dealt with. (Technically, whole-earth game world is "easier" except for resource limits...that just wants global positioning locations, which weren't that awful to reverse-engineer.)Will the Nether Realm ever be implemented in any of the Cataclysm branches? It's been years.It's planned, but as I understand it, the way the map is stored is coded in such a way as to make multiple dimensions hard. It's obviously doable, but might require a ton of effort.
It's finally happened you can now saw the stock off your guns, this means we can now create proper sawn-off shotguns and even make our own oberz, not really sure why it took so long for this to happen especially when the guy that did the PR said he used some of the same code from sawing of the barrel.
Speaking of sawing off barrels has any one actually used that feature, I didn't but since they added the ability to saw the stock off I'll probably use both of them.
That all seems very vague is there a away to get the raw numbers that dictate those things back?Yeah it's optional.
That's good to hear, also do we know what it considers the hardest difficulty?That all seems very vague is there a away to get the raw numbers that dictate those things back?Yeah it's optional.
Spoiler: Difficulty sliders (click to show/hide)
"Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.That's good to hear, also do we know what it considers the hardest difficulty?That all seems very vague is there a away to get the raw numbers that dictate those things back?Yeah it's optional.
Yeah that's an issue.Spoiler: Difficulty sliders (click to show/hide)
The most annoying thing about this new worldgen menu: mod list is hidden behind a now easy-to-miss key.
Yeah that's an issue.
That's it I was expecting more 3x spawns isn't that bad, I was expecting more."Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.That's good to hear, also do we know what it considers the hardest difficulty?That all seems very vague is there a away to get the raw numbers that dictate those things back?Yeah it's optional.
TBH, the policy is that mods that don't radically change the setting or gameplay get mainlined.Yeah that's an issue.
Honestly, perfectly consistent with their tendency to downplay mods these days, moreso third-party mods but they've had strong opinions about "this is how the game is meant to be played" before.
The increase in stats makes up for it, TBH. Monster speed is very dangerous.That's it I was expecting more 3x spawns isn't that bad, I was expecting more."Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.That's good to hear, also do we know what it considers the hardest difficulty?That all seems very vague is there a away to get the raw numbers that dictate those things back?Yeah it's optional.
Are naval warships in any of the versions of Cataclysm?
What about the aircraft carrier that they recently added to the game?
Theoretically, the game could have a Naval Vessel belonging to the Federalists off shore. That would be coolThat's the plan... when the ocean is added.
(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)
Thanks, hope things continue to go aight here. To get back on track...https://en.m.wikipedia.org/wiki/List_of_equipment_of_the_United_States_Coast_Guard (https://en.m.wikipedia.org/wiki/List_of_equipment_of_the_United_States_Coast_Guard)Are naval warships in any of the versions of Cataclysm?
There's a military amphibious lander in both versions if I recall, the DUKW or something like that? Other than that, not much. I've been tempted to add something in that vein to Tankmod: Revived but I've yet to find a type of boat to base it off of that is:
1. Reasonably common in US Navy use in terms of number made. At least 50 made, ideally 100+
2. Has at least one 25mm autocannon in its listed armament since that's what I'd want it to help showcase, maybe 30mm if I'm willing to split the autocannon into 25mm and 30mm like I have for 105mm vs. 120mm, but it's hard to justify doing that since 105mm is already only really excused because there's just barely enough different sorts of armored vehicles in the mod to excuse the split.
3. Is small enough that the player would be reasonably justified in being able to crew, and so that a realistic-looking mockup of it in the vehicle system won't look way too huge to be able to travel by river.
Even patrol boats seem likely to fall afoul of problems 1 and 3, Mark IVs for example have 25mm autocannons so no need to worry about ammo split, but quick wiki-fu says there's only 12 of them and they're big enough to have a crew of 10. So even patrol boat size is pushing the limits of what might be reasonable to drop in the player's lap and expect to treat as a floating deathmobile.
https://en.m.wikipedia.org/wiki/List_of_equipment_of_the_United_States_Coast_Guard (https://en.m.wikipedia.org/wiki/List_of_equipment_of_the_United_States_Coast_Guard)
I thought all of that was over and done with why are people getting weird about it still, and I think that's the first time the Toad altered one of my posts.(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)
Hmm, I'm curious where. :/
Also I thought the problem with adding big boats was the lack of multi Z-level vehicles?
How big would a realistic sized cutter be, and speaking of rivers I don't think a paddle steamer would fit in the rivers in this game.One overmap tile is 24 in-game tiles, it'd fit. Note that vehicle tiles are inflated somewhat, but it should still fit despite vehicle tiles being at a 0.25m scale instead of an 1m scale.
How big would a realistic sized cutter be, and speaking of rivers I don't think a paddle steamer would fit in the rivers in this game.
With multi-z level vehicles, it will be time for a Bagger 288 to shine.The Bagger 288! (https://www.youtube.com/watch?v=azEvfD4C6ow)
With multi-z level vehicles, it will be time for a Bagger 288 to shine.The Bagger 288! (https://www.youtube.com/watch?v=azEvfD4C6ow)
Having a Bagger just wouldn't be right without also having multi tile monsters so that you can fight kaiju. ;pIt would be nice to see the Bagger used for it's intended purpose.
Strange, I just started another run in vanilla and my starting evac shelter NPC didn't do that. Probably a bug with the mod?
Well I dunno then, never happened to me. It's not like it's a gamebreaking bug.Strange, I just started another run in vanilla and my starting evac shelter NPC didn't do that. Probably a bug with the mod?
no. There's no way I can see that mod JSON can, in order:
1. Cause an NPC to initially spawn with the wrong name only to correct itself right afterward.
2. Spawn naked and need to spend turn zero equipping all their starting gear.
3. Have "NPC equips item" messages show even when you currently can't even see the NPC doing that.
4. Have a bionic fake armor also have to be explicitly equipped on game start.
Whatever the fuck happened, it's pure "DDA being its usual self" things, not mod stuff. JSON alone can't cause weird shit like that.
My impression is that the daily builds contain the very very new features of that day which will basically always break something in one way or another. So while features are still being added, even close to release, the builds fresh out of the oven will always be broken.New features aren't being added, we're in the feature freeze, so it's just JSON changes and bugfixes now.
And the subdermal carbon filament is integrated armor. That's a thing now. Also used for fur and chitin mutations, and shells too, thanks to my work. They break some other mutations because they're represented as "clothing" but that's a 0.G blocker so it'll be fixed.I don't get why that stuff takes up the close to skin layer shouldn't that kind of thing be it's own layer?
Yeah that's an oversight, I'll PR it to occupy the "personal" layer instead.And the subdermal carbon filament is integrated armor. That's a thing now. Also used for fur and chitin mutations, and shells too, thanks to my work. They break some other mutations because they're represented as "clothing" but that's a 0.G blocker so it'll be fixed.I don't get why that stuff takes up the close to skin layer shouldn't that kind of thing be it's own layer?
Also I swear to god it seems like they brought back the penalty for wearing more than one clothing item on each layer.
But why did they bring it back when they made such a big deal about how they got rid of it.I don't remember them getting rid of it. Now that I think about it, the penalty was the since pre-DDA days. Are you sure it wasn't a dream or anything?
I know the penalty has been around for a long time and I've always found it annoying, but I remember quite awhile back there were several big conversations about getting rid of it after one of the big encumbrance overhauls and how the new at the time granular encumbrance system made the plenty not needed, and big plans were made to get rid of it, maybe I remembered wrong and the plan fell trough and they never actually did it.But why did they bring it back when they made such a big deal about how they got rid of it.I don't remember them getting rid of it. Now that I think about it, the penalty was the since pre-DDA days. Are you sure it wasn't a dream or anything?
I've already said over on the BN server that if people raise a stink over it on there, I'm gonna port them over just to make them more mad. Otherwise it's a flavor item so not that high on the priority list with as much shit as I already oughta work on, plus car troubles and other IRL things kinda have me distracted.Fair enough.
I still think it's kind of weird we got those flags before we got state flags, also why the hell can't you use flags for curtains?We got state flags at around the same time, actually. And the second is because nobody implemented that yet. I could, but it would require tediously making a bunch of new window variants for every flag so meh.
Also in case anyone didn't notice a while back they removed the ability to repair military compost armour.
also why the hell can't you use flags for curtains?
What about curtains in a vehicle, most flags are small so it'd make more since for vehicles and from what I remember it shouldn't be that hard to add, but there still is the part where taking it back off might give the wrong flag back.That's the main issue, you would need a vehicle part for every flag. Without better support for such things, not happening, especially since it would clutter the install menu unless the new crafting menu tabs get moved there too.
What about curtains in a vehicle, most flags are small so it'd make more since for vehicles and from what I remember it shouldn't be that hard to add, but there still is the part where taking it back off might give the wrong flag back.
Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.
Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.DDA or BN? I can help with lab finding in DDA.
Yeah, it's DDA.Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.DDA or BN? I can help with lab finding in DDA.
Turn on auto notes in the options and look for scientist corpse specials. Look in their wallets for handwritten notes. Apply the note, then on the overmap, go to z-1 underground and search "vent". You can figure out what to do next. TCLs can be found via the visitor's pass but they're on the surface. Also, if you hear shooting underground, that means there's a lab under your feet and you could look for a vent in a nearby forest.
The labs that the notes lead you to are not visible on the surface. Again, do what I said with searching for "vent" on the overmap one Z-level down, then go to the tile above. You can use / to search on the overmap. And a world will always have labs, you just got unlucky.Yeah, it's DDA.Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.DDA or BN? I can help with lab finding in DDA.
Turn on auto notes in the options and look for scientist corpse specials. Look in their wallets for handwritten notes. Apply the note, then on the overmap, go to z-1 underground and search "vent". You can figure out what to do next. TCLs can be found via the visitor's pass but they're on the surface. Also, if you hear shooting underground, that means there's a lab under your feet and you could look for a vent in a nearby forest.
Alright, I'll try. I did find those notes, but couldn't see anything added to the map (I think I did check underground, but maybe I'm imagining it).
It's just that in a couple earlier games I played after a longer break, there was an occasional above ground L. Rather less frequently than I remembered from earlier builds, but still. Now, there's none.
Nope, no vents for me. Went and found a brand new note just to be sure. Does it always mark a vent, or is this also rng based?1. Try going to Z-4 and searching for "subway station?" (with the question mark) then.
Also, do you know how the above-ground labs are generated, exactly? Like, is there X% probability per map cell/per city area to spawn one? - I'm just trying to ascertain how unlucky I'd have to be to still not have found one.
No 'subway station?' either. The whole weirdness here is how hard it is to find those 'oldlabs' as compared to the previous couple runs on the same build.That's bizarre. You got super unlucky I suppose.
But then again, I've just found my first military bunker this run, so it might really be just colossally bad luck with spawning rolls.
This was recently improved a bit in BN, via this PR: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1764 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1764)Cheers.
Assuming this is an issue in both BN and DDA - I might have turned the knob on city size down a notch or two in worldgen, although I'm not sure. Definitely increased city distance (in case it matters). Maybe that's the reason. Still, I've seen a few large cities and no labs around either.
If I remember right Arcana added a skill and that got me wondering do I need to start a game with Arcana installed to use it or is that something I can add to an on going game?
Yeah it's random. Honestly boiling water is so easy... expecially since in DDA they made it so that you can put a container with water onto a fire and it will purify in a few hours. Really makes getting infinite water easy.Only if your dood isn't recovering from drug addiction (Tweaker start)
* Set it so incorruptible sword gets a more noticeable amount of bonus cutting damage when active.
* Standardized the to-hit and damage values of restored ritual blade and cursed sword, along with giving the cursed sword a more noticeable damage bonus when active.
* Heavily buffed the HP values of the boss enemies. Instead of 680-900 HP their values range from 1000-2000 HP.
* Shuffled around armor values for the boss monsters as well, making their strengths and weaknesses more clear, along with favoring multiples of 5.
* Tweaked HP values of feral arcanists a lil bit.
* Bumped monstergroup weights of feral arcanists up a bit.
If I remember right there was a PR awhile back that let you put fliers and news paper pages in some kind of book does anyone know what the item for that is called, also there's a thing for journal writing what do I need for that?1. Leather journal I think.
Trying to figure out how some of the new stuff works without having to dig through old PRs.
Do I need an item for the diary key to work or is the journal for both?Nah the diary can be used without any items, actually. I like RPing it as an audio log on a smarphone.
I wish there was a way to tell when a military backpack or any other bit of clothing had an attached pouch with out having to pick it up and activate it, why couldn't they do it like guns with a + and a number?Or like for ballistic vests, with e.g "(mag pouches)".
Anyone ever thought how a Dark Souls mod for Cataclysm would work out?
Looks like someone had started to make something 40K related, but it seems abandonned since several years :I'll give it a go. I mainly just want to play a Guardsman/SpaceMarine in the Cataclysm setting, so I don't need that much.
https://github.com/Wulfle/Cataclysim-40K
YO RANDOM_DRAGON, DAT YOU I SEE AS CONTRIBUTOR?
So I guess an update isn't in the cards. Darn.
Isn't the lead dev that guy who made the UDP tileset and then had a meltdown over DDA adding the ability to change gender identity mid-game, and abandoned his tileset? lmao.
Also yeah if I wanted to play CDDA but real-time I'd play Zomboid.
Also yeah if I wanted to play CDDA but real-time I'd play Zomboid.Last time I thought thoughts similar to that I just played Cataclysm as Zomboid lacks the features I really like that Cataclysm has.
Anyone played long enough with that option ?The UI isn't made for that style of controls, like at all, so unless you have catlike reflexes and the typing speed of a professional typist, then you will just die horribly. Zomboid is a simpler game that was actually built for real-time which is why it works there. That option is mostly there as an experiment.
I'm wondering if it's worth playing this way to change the gameplay or if it's just broken ?
Last I'd checked it was very janky, in particular if you leave basically any menu open, time pauses while it's open before suddenly taking EVERY TURN that had passed all at once right after you close that menu. No idea if that's ever been fixed since.So Open Menu and Die. Got it
I wonder if they'll ever implement a feature and finish it instead of putting in half and calling it finished.I mean is there really a serious demand for this particular feature. Like, the UI makes it hard to do anything because it uses roguelike controls and nested menus. I don't think you could finish this without redesigning the whole ass UI.
Couldn't they just make the game pause whenever you're in any menu though?Then you could "cheat" it by opening a menu to think. What's the point of a realtime mode then?
I don't see the problem as you can do that in most non-multiplayer games.Couldn't they just make the game pause whenever you're in any menu though?Then you could "cheat" it by opening a menu to think. What's the point of a realtime mode then?
Yeah but you could emulate the game being turn-based here and it wouldn't even be tedious due to the format.I don't see the problem as you can do that in most non-multiplayer games.Couldn't they just make the game pause whenever you're in any menu though?Then you could "cheat" it by opening a menu to think. What's the point of a realtime mode then?
I'd hope that most roguelike players have enough self control that if they turn on an option in order to increase the challenge they would not then intentionally work around that challenge.Then you don't know roguelike players. :P
And of course, we get that instead of NPCs that are good for something other than backup rations... :<NPC code is spaghetti and way outside most contributors' expertise. I looked and noped out. It's ancient. Also different people would work on super complex stuff like that instead of grunt work.
NPC code is spaghetti and way outside most contributors' expertise. I looked and noped out. It's ancient. Also different people would work on super complex stuff like that instead of grunt work.
And of course, we get that instead of NPCs that are good for something other than backup rations... :<I mean that's not the only thing they're good for, you can make them carry stuff and they're really good at getting the attention of all the local zombies so you can run away.
I still have some good memories of my early time with Cataclysm, the fun of running along with a friendly NPC against a bunch of zombies, he was doing great with his flamethrower.That might explain why getting NPC companions to use full-auto firearms is...a low priority.
And he was so willing to help when i was fighting in melee with a zombie, unfortunately he still had his flamethrower
NPC : I'm helping !
ME : I'm burning !
:D
Quick question, does the condition of a solar panel affect it's energy production?Yes.
Thanks. I figured as much, but was never quite sure if I was wasting my time repairing them.Hm, now it only depends on how many buildings you plan to run into with your Solar Car!
I wouldn't say signal flares are completely useless, as I have found a them helpful a few times for having a light that could be sent off further than the character can throw. Now that Z levels are more of a thing they might be even more useful.
It would be interesting if you could shoot a signal flare into the sky and a NPC would spawn nearby after a few hours, then come to you. Chance of friendly NPC, chance of a bandit gang.
Now, if a signal flare should set a fire over there, it would probably be the most useful item in the game.Actually as far as I remember it does. I remember shooting it for fun and a small fire appearing.
Also, this discussion of barrel length had me thinking: Is there a maximum barrel length for a gun being carried by the player?
Since being able to have an item half sticking out of an open container is too realistic for DDA
Nobody bothered to implement things having a chance to fall out if you have them sticking out. Shit is hard, it turns out. And honestly more annoying than just limiting the length.
My main problem with the game right now is that if my character gets the shakes status and smokes a cigarette at the same, inevitably I will drop it and if I was doing something while smoking and it lands at my feet I burst into flames or it sets fire to the floor tile no matter what it's made of.You can "wear" cigarettes now to hold them in your mouth, and won't drop them if you get the shakes.
I feel that a lit cigarette sitting on concrete will not just suddenly burst into flames even if my character is standing there, so does someone know what to do to the game to make a lit cigarette not set fire to things just sitting on the floor?
You can "wear" cigarettes now to hold them in your mouth, and won't drop them if you get the shakes.Thanks for reminding me of that, forgot all about that feature.
Exciting, how much has Bright Night's development diverged from DDA as of right now?
Damn being able to see what's going on in the lower Z levels would be a magical thing, wish DDA would get that.Actually DDA has it.
Probably need to look into Bright Nights more, I've been meaning to play it but I still haven't.
A big-ass list of every PR merged since 0.1 can be seen on the changelog list for the 0.2 release: https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/cbn-0.2 (https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/cbn-0.2)
Anyone have any experience with the Blast Shutters vehicle part? In the description when installing it, it says a door motor allows you to remotely open or close it from the vehicle controls. In my experience, that's not true. You can manually open and shut them, but there is no option in the vehicle controls to manipulate them.You need a dashboard or electronics control unit, not controls. That description should probably be changed.
Anyone have any experience with the Blast Shutters vehicle part? In the description when installing it, it says a door motor allows you to remotely open or close it from the vehicle controls. In my experience, that's not true. You can manually open and shut them, but there is no option in the vehicle controls to manipulate them.You need a dashboard or electronics control unit, not controls. That description should probably be changed.
Actually DDA has it.Forgot all about that one since I tried that thing once since it was really laggy when I last messed with it and I never heard anything about it getting messed with so I forgot about it, but you make it sound like it works better than it did so I'll give it another try.
Go into options and enable Z-level vision (Debug tab). It says it's very buggy but I haven't run into many bugs and I used it for a year. Do note that it means things will also see you from below/above. But all worth it for being able to shoot or spear from rooftops.
Lower the range if it's laggy. 2 or 3 is enough for shooting from rooftops.Actually DDA has it.Forgot all about that one since I tried that thing once since it was really laggy when I last messed with it and I never heard anything about it getting messed with so I forgot about it, but you make it sound like it works better than it did so I'll give it another try.
Go into options and enable Z-level vision (Debug tab). It says it's very buggy but I haven't run into many bugs and I used it for a year. Do note that it means things will also see you from below/above. But all worth it for being able to shoot or spear from rooftops.
Also that Psionics mod sounds interesting gonna give it a try.
Anyone have any experience with the Blast Shutters vehicle part? In the description when installing it, it says a door motor allows you to remotely open or close it from the vehicle controls. In my experience, that's not true. You can manually open and shut them, but there is no option in the vehicle controls to manipulate them.You need a dashboard or electronics control unit, not controls. That description should probably be changed.
Ah, thanks. I'll look for those parts in game.
I'd probably keep it at a fairly low setting and use it as a way to ratchet up tension in decision making rather than to make the game really real-time.
There needs to be a Cataclysm DDA and Space Station 13 crossover.
There needs to be a Cataclysm DDA and Space Station 13 crossover.
A big-ass list of every PR merged since 0.1 can be seen on the changelog list for the 0.2 release: https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/cbn-0.2 (https://github.com/cataclysmbnteam/Cataclysm-BN/releases/tag/cbn-0.2)
Oh i missed the news that CBN reached their 0.2 milestone, congratulations !
Only thing I have to add is that being able to view what's on lower z-levels is unrelated to having 3D vision on, despite claims earlier that DDA's already had that for years. You'll be able to see terrain and the like on lower levels just fine with 3D vision on, while turning it on will also show monsters if I recall.One update is that you can certainly hear enemies on other levels.
Only thing I have to add is that being able to view what's on lower z-levels is unrelated to having 3D vision on, despite claims earlier that DDA's already had that for years. You'll be able to see terrain and the like on lower levels just fine with 3D vision on, while turning it on will also show monsters if I recall.On the overmap sure. But what people mean by 3D vision is doing it with x.
Gonna reword this to make more since.Select the backpack, go to the pocket settings and make the backpack have a higher priority. If it still puts things inside containers, then it means the backpack ran out of space and your character needs to put things inside the nested containers. Wear a second backpack.
Is there a way in DDA to keep items from being automatically placed inside a container that's in your backpack when picked up? Containers I'm talking are things like a toolbox or first aid box inside a backpack.
Dang I was hoping there was a way to lock a container to only what I want in it, oh well I guess I'll just have to be vigilant about the contents of said containers.Gonna reword this to make more since.Select the backpack, go to the pocket settings and make the backpack have a higher priority. If it still puts things inside containers, then it means the backpack ran out of space and your character needs to put things inside the nested containers. Wear a second backpack.
Is there a way in DDA to keep items from being automatically placed inside a container that's in your backpack when picked up? Containers I'm talking are things like a toolbox or first aid box inside a backpack.
You can bind "unload container" (not the same as normal unload) to just dump everything out of the containers it ends up shoving random things in. But overall I like it, more space in loot runs.
You can disable autopickup for the container in the same options. I think. But it'd be per-container.Dang I was hoping there was a way to lock a container to only what I want in it, oh well I guess I'll just have to be vigilant about the contents of said containers.Gonna reword this to make more since.Select the backpack, go to the pocket settings and make the backpack have a higher priority. If it still puts things inside containers, then it means the backpack ran out of space and your character needs to put things inside the nested containers. Wear a second backpack.
Is there a way in DDA to keep items from being automatically placed inside a container that's in your backpack when picked up? Containers I'm talking are things like a toolbox or first aid box inside a backpack.
You can bind "unload container" (not the same as normal unload) to just dump everything out of the containers it ends up shoving random things in. But overall I like it, more space in loot runs.
It was always amusing when you'd end up with like, an entire board game or book stuffed into a mason jar.Or a magazine inside an aluminum can. Your character just rolls it up really tight ig.
CDDA released their version 0.G, congratulationsI'm guessing they made their new Bionics faction official, which is cool. Plus apparently 3 more factions, which is even cooler.
Also holy shit I hadn't really realized how much of a pain in the ass map gen is, glad I only wanted to do one building for this mod.
Just the bits of NPC dialogue code I've seen makes me afraid, not sure I have the patients to mess with something that complex.Also holy shit I hadn't really realized how much of a pain in the ass map gen is, glad I only wanted to do one building for this mod.
Yep, mapgen writing is miserable. Come, embrace the dark side and write up some NPC dialogue, maybe a mission or two. Let the CBT flow through you. :D
Overall, I have complaints about 0.G in its current form. I feel like it makes the game needlessly harder.
Well, I was playing a Cybernetic Monster, so anything that costs more time is the Enemy. Reasonably sure the guy is doomed, since I have to actually make electronics stuff to increase electronics, I don't have skill books for Medicine or Mechanics/Computers, my head is severely injured, and I don't have a decent helmet. I might be able to get a Pot Helmet in the next raid, and I started with some medical knowledge plus I've been using that skill, but I'm one good blow to the head from dead.Overall, I have complaints about 0.G in its current form. I feel like it makes the game needlessly harder.
Welcome to why a lot of people have switched to BN. :D
It's not even really harder so much as just more tedious, in most cases.
Could someone give me some advice on swiming? Its the greatest hurdle to an Aircraft Carrier start (although I hear a lifeboat is also possible).Strip naked and you can swim always. Honestly just reset until the carrier is close to shore. Best advice for your guy is to try and swim to land to find those books... and find the Exodii so they can remove your bad CBMs. Drop your loot if you must, you can come back with a boat.
Overall, I have complaints about 0.G in its current form. I feel like it makes the game needlessly harder.
I always found that starting with no skills makes the game harder in the beginning, why spend my limited points on something I can get in game anyway?
Also turning up the spawn rate helps up the difficulty as well.
14 all stats is the way to go, sacrifice everything for this!This is the way, you are one who follows the true path.
...I usually prioritize a start that gives me a Gun.
the cataclysm launcher don't work with the G version?Update it.
And really by realism I (and honestly the devs too) mean "verisimilitude" but realism is just easier to spell. It means things acting like they would IRL, even if they don't exist. Which is the opposite of abstracting and "gamifying" mechanics. Which I appreciate, few games really commit themselves to that, if I wanted to play a more abstracted survival game I'd play one of the million other games on the market. I don't think BN is a bad game or anything, it's just... not for me you know?
As it's been said before: realism is only good when it compliments gameplay, not detracts from it. And often with DDA, realism only gets prioritized when it'd be detrimental to the player in some way.Ah yes, that's exactly why they put off implementing hygiene until it can be automated away specifically so it's not a pain in the ass to do every day. Or why we don't have mechanics for shitting or wanking. If it doesn't affect gameplay in any good way they indeed don't implement it.
God where to start with this thing?.
The lobotomizer goes back all the way back to PR #9866 when it was added alongside some other tool recipes, it's based on a tool/weapon used in the book World War Z. I don't want to bash someone else's judgement especially from ten years ago but I have no idea why it got in, let alone stayed around this long. The damage in of itself is absurd (37 cut) and there was even a picture supplied in the PR which looks absolutely ridiculous. After considering rebalancing it I decided it would be better to delete it entirely.
just saying that you are wrong.That's just like, your opinion, man.
I meant that he was wrong that the CDDA devs don't care at all about gameplay. If they didn't we'd have shitting mechanics and personal hygiene already.just saying that you are wrong.That's just like, your opinion, man.
I've noticed that you guys are really quick to just trash items and creatures rather than try to fix them now days, I mean the guy in the lobotomizer PR linked basically said he doesn't give enough of a shit to try to make it better rather than delete it.
Also I still don't get how to get most of the proficiencies, seems like no matter what I do to some I can't increase them.
Yeah, funny thing about that, there actually was a stab at hygiene not that long ago: https://github.com/CleverRaven/Cataclysm-DDA/pull/48749 (https://github.com/CleverRaven/Cataclysm-DDA/pull/48749)Also it won't be implemented until we have daily chore automation. I'm fine with it being complex.
It was closed primarily for being not complex enough.
How would you propose making it better? It's not a good design, there's a reason combination tools are unwieldy and uncommon IRL.Multi tools exist and the ones I've used to seem that unwieldy so they're not all crap.
You don't usually fight with a multitool so that's not relevant.How would you propose making it better? It's not a good design, there's a reason combination tools are unwieldy and uncommon IRL.Multi tools exist and the ones I've used to seem that unwieldy so they're not all crap.
Anyway my thought would be to make it more like the older types of entrenching tools but with a pipe for a handle with a prybar end and a heavier sheet metal for thee head that has sharpened sides. I mean if my grandpa can kill Nazis with a regular entrenching tool I'd assume a heavier duty one would be better at it. But I'm not convinced it'd work any better for chopping trees better than a regular shovel wold.
Also I'm not 100% sure what the book said anymore as it's been a while since I read it.
You never said fighting was important for that, I was just saying that a multi tool is a combination tool that works well and is common.You don't usually fight with a multitool so that's not relevant.How would you propose making it better? It's not a good design, there's a reason combination tools are unwieldy and uncommon IRL.Multi tools exist and the ones I've used to seem that unwieldy so they're not all crap.
Proficiencies are fine, they discourage crafting everything and encourage scavenging for things, thus putting the player in more danger. It's a soft wall. I like them, nobody's forcing you to craft those items instead of going out and looting. And also blacksmithing is hard, who knew. If you still want to sit at home for 2 weeks while you craft everything and power through profs, sure. But you could get all you want faster by, you know, playing the game. Could probably be structured better but the idea of slowing down crafting is fine.And that discouraging from crafting can be considered a step in the wrong direction.
For example the amount of items in houses was drastically buffed long ago because in old Cataclysm they were empty as hell, which basically let the player have tons of canned food. Also like, the only reason they haven't implemented hygiene is that it would add keypresses for no gameplay effect. That's the justification I got from directly talking to them. At least proficiencies, again, give an incentive to not beeline crafting the best things immediately... which I'd argue was detrimental to gameplay, the "cut up some kevlar and then sit at home for 2 weeks crafting survivor armor" routine.You could already set the amount of items that spawn before in the settings, even if it is a rather inelegant solution (it affects all items, rather than letting the player choose the frequency of certain items spawning).
Overall, I think the mainline simulation caters to players who are already highly experienced with the game and thus need more challenges. It's a common fault with video games in general.
I do like it, however, because it generally has new stuff, even if it also takes stuff away. It's valuable.
As for an actual game that I can play and win, CDDA: BN is the way. It generally takes the best of the main and makes an actual game with it.
The main thing they accomplish mechanically is increasing how much time the player spends sitting at an in-progress craft to make something.
The amount of effort spend trying to justify and defend DDA's mechanics as in some way objectively betterI never did this.
instead of just accepting that your preference for them is ALSO subjectiveThat is literally what I was saying, and the fact that you interpreted what I said otherwise is absolutely baffling to me.
Especially since you only seem to come out of the woodwork here when people have been talking about their criticisms of DDA.
I don't play very much of either game, but didn't DDA remove the cyberpunk lore stuff? That's why cybernetics are tied to a specific faction?Yeah and I wanted a modern setting. But your opinion is valid.
I enjoy cyberpunk and the world pre-cataclysm being more interesting, so I think I'd play BN just for that reason.
I mean, I don't see how skills and proficiencies represent different things. They represent knowledge and experience, so why aren't they one more complex system rather than being separate? This is how DF works.DF doesn't work that way, it has a lot of separate skills that don't affect each other. I don't see a way to do it without clogging up the skill menu, which is even less elegant.
For fighting at least DF works that way. You have a general melee skill and a general ranged skill as well as a bunch of skills for every weapon type, and both are taken into account and trained when you use an attack.In CDDA you also get that, with a melee skill and blunt/edge/piercing skills. But for crafting skills it doesn't make much sense.
Basically, being light matters for a weapon, both IRL and in-game (did you notice how your stamina drains fast with a heavy weapon?).I had a thought along those lines later in the day and I realized you could call it a Survival Shovel, then it could be heavy duty and people wouldn't have notions that it was a weapon. I've seen something like that advertised somewhere and it was basically an older style folding entrenching tool with a metal handle and one side of the shovel was a saw blade and the other was a cutting edge, the advert said you could cut a tree with it but the tree they showed were very small, along the lines of what the game calls young trees, so I wouldn't give it a tree cutting quality.
I'll just PR it someday but definitely this experimental cycle. Thanks man.Glad I could help.
1. And you can satisfy the needs of your community, proficiencies are not stopping you from doing that.They still get in the way, though. The easier option would be to just tweak the default crafting times in settings, rather than introduce a whole new proficiencies system. But, it's what the devs chose...
2. You're wrong on the first point, again they said it will be automated when implemented (and there's an explicit moratorium on "press S to shit" mechanics). And actually human waste will only be added (in an abstracted way) when faction camps are more developed wrt that so that you can indeed make things out of it. But a lone survivor won't "make" enough to be worth implementing anyways. And yes there's an intended playstyle, sort of. But again I am fine with it. I don't think it should be a pure sandbox game, if I wanted that I'd go fire up modded Minecraft.Raises the question whether this whole mechanic has a point if automation is required... But, if they really want to go for that simulation fetish, they are free to do so.
Like your whole argument is pretty subjective and I respect it, but I feel we just have a fundamental difference in what we want out of Cataclysm. And that's fine, you have your fork for that sort of thing. I just want you guys to understand where I am coming from.There were several questions which didn't receive an answer. These mostly can be rephrased in the role-play nuances:
Alright folks, let's NOT get another CDDA thread locked. :PThere has to be a valid reason for the thread to be locked. I don't think You need to worry about this (too much). Though, thanks for reminder.
Very reductive take. Technically true, but ignores that there's a point to doing that, which is that it means that that specific character might have to do something else if they don't have the proficiency.Why?
Adding new proficiencies won't clutter the skills list, proficiencies are binary rather than ranked, lack of proficiency can have different effects on different professions, proficiencies can have varying difficulties to train up that won't have knock-on effects in other places,Why skill list cluttering is considered as a bad thing?
And perhaps most importantly, if you rejiggered skills to do all that instead, you've added more complexity than just having proficiencies be their own thing.
The other option is not having proficiencies at all, which believe it or not some people who actually play the game would not prefer.
3. Doesn't BN have an ending where you close the main portal and the Cataclysm ends? CDDA vetoed things like that and honestly I'd rather have no ending than an "a winner is you" end screen. Yes you can't rebuild the planet, much like you can't play as a wizard and slay dragons... unless you're playing Magiclysm. You can guess what I'm getting at, iirc it has been stated that a "Mankind Reborn" mod where you could build factories etc in spite of realism would get accepted into the repo. It just needs someone to make it.That ending is fairly barebones right now, there were plans to make it reduce strength of certain enemies and switch to 'rebuild the world' stage, but these are long-term plans and it will take time 'till BN gets there.
DF has good AI?
Will Cataclysm NPCs ever have good AI as it is in Dwarf Fortress?
2. The audience is people like me who play mostly for simulationism, I guess. Not everything has to have a wide audience.I'm not here for simulation, I'm here for a game I find entertaining.
Also what's the point of adding hygiene if it's automated?And this right here is why it's not a priority to add.
...Have been playing it again recently (https://cataclysmdda.org/releases/), and am really enjoying it. Less bugs, more content, seems like better game loops/progression systems in general, and ~everything customizable by the player via easy .json editing.
Overall, I think the mainline simulation caters to players who are already highly experienced with the game and thus need more challenges. It's a common fault with video games in general.
I do like it, however, because it generally has new stuff, even if it also takes stuff away. It's valuable.
...
someone can post the link for the new launcher?https://github.com/Fris0uman/CDDA-Game-Launcher/releases
pls, thk
I randomy ran into this mod :
https://old.reddit.com/r/cataclysmdda/comments/10burw2/i_made_a_raidbased_mod_inspired_by_eft_and_dark/
That sounds rather interesting as it manage to change the stock gameplay.
Too bad it does not seem to be portable to CBN due to some difference in code support, but hopefully one day it will be possible.
Probably 90% of the recipes in DDA are completely unrealistic, like yeah make a pipe rifle out of a pipe, 2 pieces of scrap metal and a plank of wood, yup seems doable, especially with just a screwdriver and a hacksaw.You say that but it really isn't that far from what you'd really need to make one, if anyone wants I could layout a realistic recipe for a pipe rifle based off a military book I have.
Or you can just go with BN instead. Progress is slower but gameplay and game balance tends to take priority for us. My approach in particular leans toward using realistic logic as a baseline, especially if I need numbers to help scale things, then fudging and adjusting to suit gameplay.
If we're talking realism the lenses from a microscope wouldn't really work for a scope, you'd be better off taping a telescope to a rifle.Probably 90% of the recipes in DDA are completely unrealistic, like yeah make a pipe rifle out of a pipe, 2 pieces of scrap metal and a plank of wood, yup seems doable, especially with just a screwdriver and a hacksaw.You say that but it really isn't that far from what you'd really need to make one, if anyone wants I could layout a realistic recipe for a pipe rifle based off a military book I have.
Adding recipes is easy, changing the underlying mechanics is hard. Like with the robot thing, it would require making the robots easily craftable which is a no-no. idk if they're still craftable.
I play both BN and DDA, DDA especially because as mentioned with the awesome Sky Islands mod. I definitely prefer BN for general use, although tbh I still feel it misses some of that danger from original Cataclysm, like you clear an area in BN or DDA and it's pretty much safe forever, although I guess DDA
But in regards to the pipe rifle you would probably need a spring or something to strike the firing pin of the cartridge with enough force, but I think it's incredibly doubtful that you would be able to make it with just a screwdriver and hacksaw as per the recipe.
Not 100% sure about that since they seem to be loosely based off the ones in this military book I have, since they're have stocks and what appears to be rudimentary hammers, unless the recipe change since I last looked.But in regards to the pipe rifle you would probably need a spring or something to strike the firing pin of the cartridge with enough force, but I think it's incredibly doubtful that you would be able to make it with just a screwdriver and hacksaw as per the recipe.
If we're talking realism about pipe rifles, they're most likely modeled after slam-fire shotguns. Those are basically just a pipe the right diameter to hold a shotshell, a pipe whose interior diameter will let the first pipe fit into it, and a nail or such set in place so pumping the two together makes the shell contact the pin. Caveat of course is if you went full realism you'd need to match the size of the pipe to the caliber used, and 12 gauge is the only one that's dead simple to match a fitting pipe to since 3/4 inch works about right for it.
One thing that if I recall both BN and DDA are missing is the old 0.B and earlier era style of dyamic spawns. I vaguely recall that in the old days, there was the current wandering horde setting where zeds can unload themselves and teleport around, while there was ALSO an option to choose between static and dynamic spawns. Static worked like the basic monster spawns do now, everything the game intends to spawn on the map already exists, while dynamic would set aside some amount of those spawns to instead show up later. 90% certain this was different from current wander spawns behavior, which is more along the lines of talking the existing monsters already determined to be in a given area and saying "okay these can now offload and be converted into a horde that will load back in and appear somewhere if enough noise while they're made in the reality bubble"
In addition, both versions pushed a lot of the most well-known and infamous special zombies from the 0.B era into being later-game evolutions. You used to have more day-one special zombies. I especially remember day-one zombie masters being an immediate source of "oh shit" moments when they appeared. I also vaguely recall they were like 90% of the reason why mansions used to be just pure weaponized death back in the day.
I could probably PR robots giving lenses. But then again, are robots really easier to find than microscopes? In fact you're most likely to find them in the same place (a lab). I dunno if it's necessary. Honestly this conversation made me think optics crafting needs a full rework considering everything.There's 2 pretty common robots outside labs: riot control platforms at roadblocks have a sensor array, and you can get eyebots to spawn anywhere you can start an alarm by breaking doors/windows
I forgot those give sensor arrays, d'oh.I could probably PR robots giving lenses. But then again, are robots really easier to find than microscopes? In fact you're most likely to find them in the same place (a lab). I dunno if it's necessary. Honestly this conversation made me think optics crafting needs a full rework considering everything.There's 2 pretty common robots outside labs: riot control platforms at roadblocks have a sensor array, and you can get eyebots to spawn anywhere you can start an alarm by breaking doors/windows
I could probably PR robots giving lenses. But then again, are robots really easier to find than microscopes? In fact you're most likely to find them in the same place (a lab). I dunno if it's necessary. Honestly this conversation made me think optics crafting needs a full rework considering everything.
Also why are there four ways to spawn items in mapgen each with their own rules, those being: items, item, place_loot, and place_items.
Maybe also adding some presets could come with this, a bit like you can create character presets ?
I mean, I don't see any real drama to clean up over there, except stuff Erk (and to a lesser extent Fris) are stirring up. Which I feel is something that should be noted in particular to Maddremor if you're going to bring it up to him. The most visible, persistent, and downright spammy troublemakers on the thread have been two of the game's devs, and one of them has gone so far as to air out Night's dirty laundry in a public space to make his departure look more like a temper tantrum.Scrolling down, I see plenty of such comments from people other than the devs there... and I honestly don't see how Erk and Fris are being "spammy" there, is responding to relevant comments, especially those misrepresenting them, spamming? I'm pretty sure this is just your bias showing, and that you're finding malice where there is, at worst, poor communication.
That should tell you all you need to know about the situation here. I mean it only took over a year straight of Serg harassing and trolling people constantly (not solely myself mind you) before the moderators over there gave him to boot, just as a bonus example.
Randomly checked here on the way to updating my art thread and I must say I'm consistently amused by your efforts of constucting strawmen out of the development team.Welcome to this thread. I mostly tapped out nowadays and let KT and Putnam do the talking because of the constant insistent strawmanning and general BS coming from the same like 2 people. Perhaps I should return.
Randomly checked here on the way to updating my art thread and I must say I'm consistently amused by your efforts of constucting strawmen out of the development team.Which development team?
Which development team?DDA team, I don't think there is much actual controversy "aimed at" the BN team (with the possible exception of chaosvolt/randomdragon, if he is counted as part of "the team")
Heh.Which development team?DDA team, I don't think there is much actual controversy "aimed at" the BN team (with the possible exception of chaosvolt/randomdragon, if he is counted as part of "the team")
Very mature. I, KT, the two devs who came in, even CV stopped when told to and yet you continue stirring this pot of shit.I don't get why everyone is so angsty around here, but fine.