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Other Projects => Other Games => Topic started by: Robsoie on October 27, 2020, 08:02:57 am

Title: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 08:02:57 am
Attempt of new thread about the excellent Cataclysm serie of games.

Quote from: Cataclysm original readme
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.

So far i am aware of 4 games in the Cataclysm serie :

Cataclysm (the original from Whales)
https://github.com/Whales/Cataclysm
http://www.bay12forums.com/smf/index.php?topic=87501.0

Cataclysm: Dark Days Ahead (the first fork that appeared after Cataclysm development ended)
https://github.com/CleverRaven/Cataclysm-DDA/
https://cataclysmdda.org/
http://www.bay12forums.com/smf/index.php?topic=174824.0

Cataclysm: Bright Night (the fork of CDDA following a different direction (https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far) )
https://github.com/cataclysmbnteam/Cataclysm-BN
https://github.com/cataclysmbnteam/Cataclysm-BN/releases

Cataclysm Z (the continuation and bugfixing of the original Whales game)
https://github.com/zaimoni/Cataclysm
http://www.bay12forums.com/smf/index.php?topic=174897.0

At some points Whales wanted to come back and create Cataclysm 2 but development halted
https://github.com/Whales/Cataclysm2
http://www.bay12forums.com/smf/index.php?topic=137846

Edit : forgot about one
Cataclysm: Looming Darkness (a multiplayer rewrite of CDDA)
https://github.com/stolencatkarma/CataclysmLD

Edit : there also exist a game extremely inspired by Cataclysm, "what if Cataclysm was in real time instead of turn based"
Nearly Dead
https://monosw2000.itch.io/nearly-dead

Links to past Cataclysm threads on Bay12 (the 3 are locked) if you're interested in old Cata thread archeology :

Whales' Cataclysm thread :
http://www.bay12forums.com/smf/index.php?topic=121194.8175

CDDA thread 1 :
http://www.bay12forums.com/smf/index.php?topic=121194.0

CDDA thread 2 :
http://www.bay12forums.com/smf/index.php?topic=149157.0

NOTE :
I'm not involved in any ways with the development of any of them so hopefully this will allow the thread to not getting locked for heating too much as the previous thread unfortunately did.

I understand it can be hard to do this when you're attached to a game but please try to stay cordial and keep your cool.
Always ask yourself what the Fonz would do in a zombie apocalypse and it should be OK :D
(https://i.imgur.com/RFEz9tr.jpg)
Title: Re: The Cataclysm games thread.
Post by: Majestic7 on October 27, 2020, 08:56:15 am
I hope I don't start a flame war of any sort with my innocent question: I used to play Dark Days Ahead but I kind of lost interest when micromanagement increased more and more with each update, while fun decreased. Is Bright Night something that would then provide the game experience I might enjoy more? Scanning the changes so far -page didn't answer this question outright.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 09:09:58 am
I'm just starting a new character in BN , and as it's been long time i have not played DDA i can't really answer for you, but from the look of the listed changes it seems to have less features that negatively target only the player, so for my taste it should by default be more enjoyable.
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on October 27, 2020, 09:31:57 am
Just asking, but I was always a bit confused to why Cataclysm was refered to as a roguelike. Maybe because the original one was more,well, like a rogue-like?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 09:48:18 am
Usually people call games that are turn based + permadeath of your character + have randomly generated situations (envinroment, items, encounters) simply roguelikes, and as Cata had those elements it entered the category roguelike.

Personnally i would classify Cataclysm more like turn based survival game (similarly to UnrealWorld) because Cata really to me do not have the same atmosphere i feel when i play what's more classic roguelikes, it does not put me in the same type of mindset.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on October 27, 2020, 10:24:53 am
Honestly Roguelike's entered the pop culture as something like the above yeah, I don't see the semantics really worth dealing with outside of actual classification for the purpose of sorting -but even then people have gone and made up terms like 'traditional roguelike' and 'rougelike' to add two more classifications that all confuse me.
Title: Re: The Cataclysm games thread.
Post by: Damiac on October 27, 2020, 10:27:38 am
I think the roguelike thing is just like how all fps games were "doom clones" for a while.

Turn based survival might be more accurate, but does it convey the fighty stuff? UnrealWorld is not very combat focused. Survival in cata is ridiculously easy, outside of the fighting stuff.

Turn based action survival sorta covers it a little better, but it's wordy and every game can't be its own genre.

"survival roguelike" could kinda work, but then, you try to survive in most games.

To me, cata is defined by the giant crafting system, including vehicles and such, the open ended-ness, and the fighting zombies and lovecraftian horrors.. 
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 10:44:25 am
Forgot about another Cata game , Cataclysm: Looming Darkness that was supposed to be the multiplayer rewrite of CDDA :
https://github.com/stolencatkarma/CataclysmLD
No idea what is the status about it or if it's actually playable (i see it has a couple of new commits every couple of months) as i don't see any discussion about it out of an old thread on reddit :
https://www.reddit.com/r/cataclysmdda/comments/86ua47/update_thread_for_cataclysm_looming_darkness/
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 27, 2020, 12:26:33 pm
They always seems pretty roguelike to me.  If anything, Cata is more roguelike in that you start in a life-threatening situation, whereas many roguelikes usually have a safe zone that you start.

It does however lack a specific monster at the end that you are supposed to defeat and get the game won/high score screen.  But mods can add some of that.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 01:14:24 pm
Looks like BN has a "victory condition" so there's the possibility of an endgame there.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 27, 2020, 01:28:23 pm
Looks like BN has a "victory condition" so there's the possibility of an endgame there.

Reading the change log of BN, it does seem more action-y.  Looks like it might run better too.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on October 27, 2020, 01:38:25 pm
My cents: Cataclysim is an "Open World Roguelike". It plays very similar to classical roguelikes, but with the layered dungeon replaced with an overworld. It's not unique in this either, because Dwarf Fortress and some other games work the same way.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 02:09:52 pm
Testing around Bright Nights

So Snake escaped from New York in a taxi

I escaped from a military base in a forklift
Spoiler (click to show/hide)

Title: Re: The Cataclysm games thread.
Post by: heydude6 on October 27, 2020, 02:16:16 pm
Posting to watch. I think this is the 4th new thread that I've seen for this game so far. Hopefully this one can actually last. Since we aren't just focusing on the controversial Dark Days ahead this time, maybe it actually will.

@discussion

Honestly, I agree with the sentiment that this game shouldn't be called roguelike, simply by virtue of the fact that it lacks a victory condition. ADOM has shown that you can make a roguelike with an open world (it has multiple endings you can achieve), so that shouldn't be what determines the label. 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
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 27, 2020, 02:53:13 pm
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

Nah, it just means Caves of Qud isn't finished.  It's been a while since I've played it, but it always seemed to me that it was going towards a final conclusion which just wasn't written yet.
Title: Re: The Cataclysm games thread.
Post by: Teneb on October 27, 2020, 03:04:48 pm
I just consider DF and Cataclysm to be Rogue-adjacent.
Title: Re: The Cataclysm games thread.
Post by: Akura on October 27, 2020, 03:09:42 pm
I too did just start playing Bright Nights. Nearly died right away from head damage possibly from a combination of cold Spring weather and a worm spawning outside my starting shelter. I haven't touched DDA in a long time, so I don't know how it compares, but I'm enjoying what I'm seeing of BN so far.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 05:54:33 pm
My soldier after abandonning the forklift ran away from the military base area and discovered not too far an abandonned farm with a house and a couple of building filled with nice stuff to not die of hunger.
Opened some hangar and cleared it from zombies, helped in the process by nearby giant ants.

Giant ants being a bit too dangerous to keep around, i started to use my rifle and the ammo i had gathered from a few killed undead zombies soldiers in my great escape, precise aiming shots (the p key) are extremely good to use with my scoped and suppressed (nice so it does not risk damaging my ears each shots, though i still get deaf for a few turns) rifle, nearly 1 shot -> 1 kill as i was wise enough to get a good distance first so the several giants ants roaming around wouldn't rush me too fast.

Spoiler (click to show/hide)

there's some acid now in the northern part of the farm, but at least the farm itself is now safe for a good operational base for when i'll try to start reclaim a bit of the military base as it's not too far from it.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 27, 2020, 06:12:07 pm
Just read one of the releases for BN titled: Restore MBR vest and remove ESAPI vest (#146)
I think I might play one before, I love the ESAPI vest.  It makes you the human rock: A torso with no limbs.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 27, 2020, 06:19:22 pm
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.
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 27, 2020, 06:20:21 pm
Posting to watch. Speaking of BN, I plan to chuck some stuff at them eventually, in addition to trying to make BN-specific branches for my major mods. A lot of stuff to juggle, though.
Title: Re: The Cataclysm games thread.
Post by: ShinQuickMan on October 27, 2020, 09:23:56 pm
Wait, hold up. Brighter Nights is still being worked on? Did Coolthulhu just get back to it recently? Last I heard, the project was on hiatus.

Whatever the case, I'm glad it's still a thing.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on October 27, 2020, 09:49:14 pm
Wait! BN is Coolthulu's work? I remember him being quite a significant person back in the in the previous threads of DDA (I don't exactly remember how he was significant though). I never thought he'd actually go around to make his own fork!

Does it have any community contributors or is BN closed-source?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 27, 2020, 10:38:57 pm
Coolthulhu is one of the critical old-school devs, yeah. The fork lives, and has seen a fuckton of improvements and updates: https://github.com/cataclysmbnteam/Cataclysm-BN (https://github.com/cataclysmbnteam/Cataclysm-BN)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 28, 2020, 04:16:49 am
PTW
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 28, 2020, 04:44:46 am
For people wanting a sound pack, this one seems to be compatible with BN (at least i didn't experienced crash or error when playing with it so far) :
https://discourse.cataclysmdda.org/t/soundpack-otopack/23190



Title: Re: The Cataclysm games thread.
Post by: ThtblovesDF on October 28, 2020, 05:13:13 am
Thank you Robsoie, great overview and links.
Title: Re: The Cataclysm games thread.
Post by: ChairmanPoo on October 28, 2020, 05:44:59 am
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?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 28, 2020, 05:56:04 am
Differences between BN and DDA are mostly listed there :
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 28, 2020, 05:56:30 am
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
Title: Re: The Cataclysm games thread.
Post by: IcyTea31 on October 28, 2020, 06:38:25 am
PTW.
Title: Re: The Cataclysm games thread.
Post by: Fire and Glory on October 28, 2020, 10:56:06 am
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.
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.
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.

CDDA definitely didn't used to be this slow, so that is pretty annoying.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 28, 2020, 11:28:07 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 28, 2020, 01:46:40 pm
It was the OP.

Well that's...interesting. Don't know what to say about that.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on October 28, 2020, 03:07:25 pm
I've had issues with Cata for a while, since 0.C I feel the dev has gone down an irreversible path towards micromanagement hell, while eschewing meaningful changes to the gameplay. I decided to try my hand at the latest stable build, to see what's up, and to see if anything has changed.

1. Echoing the above sentiments, the game runs very slowly now - waiting or sleeping can take quite a while. 30 seconds staring at a clock does not make for compelling gameplay.

2. The game is still menu hell at it's core. A majority of my time is spent managing items. That's fine, it's a survival game, resource management and all that, but damn. It's kind of boring? I enjoy the exploration and fighting, but I dread finding a big pile of loot, because it means I get to spend 20 IRL minutes collecting, hauling, disassembling, and organizing all the junk. Even if you weren't playing like a packrat (which is sort of the only option, as literally everything you find has a likely use somewhere down the line), the bare minimum of survival still requires a fair amount of this micromanagement. And at that point, living in the wilderness, eating eggs and cooked meat, why not just play UnReal world instead lol?

3. Weird decisions made in the interest of precision and realism, at the expense of the player's experience. 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. .

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.

What is this game even about anymore? Combat seems like it flips from 'get hit once and you're dead' to 'easily kill everything because I spent an hour grinding skill'. Survival is trivial, the only difficult part is convincing yourself it's worth the pain of micromanagement. The most compelling part of the game, the crafting and the building, feels like it only exists in order to save yourself from future micromanagement. Without a compelling gameplay loop, C:DDA falls into the territory of "Why am I even playing this game?" far too quickly. Roleplay can mitigate this somewhat, but the game itself fights against roleplay by forcing players to use meta-game techniques to survive the basics.

There's something really compelling about this game's core, and I think that's why discussion about this game often gets heated (ignoring the poor community relations handling of the lead devs . .). People want to play the C:DDA they read about in anecdotes, and not the bits-and-pieces survivalist simulator where it can take 10 key presses to boil a cup of water.
Title: Re: The Cataclysm games thread.
Post by: Damiac on October 28, 2020, 03:25:39 pm
It was the OP.

Well that's...interesting. Don't know what to say about that.
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"?

Is it like dungeon crawl stone soup, where the devs just are surrounded by extremely veteran players who find the game way too easy because they know every trick?

Salmeuk, your complaints about cdda are... common.  Its unfortunate that so much dev work goes into those... precision and realism changes, as you put it, and not into finishing existing features, or fixing bugs, or at the very least, optimizing the game enough to not be too much slower after the changes.

Hell, maybe we can have a bay12 branch, maybe DF players are just weirdos and want different things than others from this game.

Title: Re: The Cataclysm games thread.
Post by: Egan_BW on October 28, 2020, 03:51:33 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 28, 2020, 08:00:43 pm
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. .

Just wanted to point out that under the old system, you would lose the 59% complete water if your task was interrupted.  It was not like URW, where the task would actually complete.  So it was an improvement, except that you now have a ton of Partially Completed Waters that are this unrealistic thing that you can't do anything with except finish the task.  URW is by far the better survival simulator, but its not set in the modern-future world.

Your recovery rate issue is probably a bug.  2 weeks should be enough to go from broken to mostly restored.  Wound management has been buggy.  There was a bug where if your limbs got wet, they'd get frostbite and constantly break.

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 28, 2020, 10:06:26 pm
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"?

Can't help but get a "taking my ball and going home" vibe from that.

As for proficiencies...we asked Erk, never got an answer. I conjectured that it does have uses if fully-fleshed out, namely that there's stuff the devs have wanted to be craftable but don't think would be covered by the game's basic skills alone, so there's that I guess.

I'd still like to be able to buy proficiencies in chargen, and even better it'd be neat if a recipe could be flagged so that starting with the right proficiency autolearns that recipe, even if it's flagged [SECRET] (allowing for stuff like mutagenic lab techs starting off knowing the basics of how to make mutagen, for example).
Title: Re: The Cataclysm games thread.
Post by: George_Chickens on October 28, 2020, 11:49:01 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on October 28, 2020, 11:52:08 pm
And that ain't what it is now, is it? As I understand it, none of the founders of DDA are even still here.
Title: Re: The Cataclysm games thread.
Post by: Fire and Glory on October 29, 2020, 02:36:11 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 29, 2020, 05:30:01 am
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.
Title: Re: The Cataclysm games thread.
Post by: Damiac on October 29, 2020, 08:23:12 am
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.
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.
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on October 29, 2020, 09:31:12 am
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.
Title: Re: The Cataclysm games thread.
Post by: nenjin on October 29, 2020, 09:58:29 am
And so the new Cata thread becomes a re-tread of the previous drama. :P
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 29, 2020, 11:10:10 am
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.

In summary

Whales created the Cataclysm game in 2010 and regularly updated, some time before stopping its development he released a source code.
When Whales left , in 2012 some people gathered to continue development, it was going to be based on the Cataclysm mod by TheDarklingWolf and became known as CDDA.
Around 2013/2014 they launched a (successfull) kickstarter (https://www.kickstarter.com/projects/568375735/cataclysm-dark-days-ahead-dedicated-developer) to get a programmer focused on adding some features they wanted into the game.
With time old and new devs came and left until the current dev lineup

Kevin is the current maintainer of CDDA, he joined CDDA development very early after it started (the same month i think).

2010 - 2014 development :
https://www.youtube.com/watch?v=L0keDW2RwGc

There have been through the years arguments between Kevin (and people working on CDDA with him) and several members of Bay12 leading often to some temporary lock of the past Cata threads, mostly due to very different vision of what is actually fun, what should or shouldn't be and cdda overall direction, or how to interact with people without being insulting.

Difference of vision that also lead Coolthulhu into forking CDDA into BN at some point.
Title: Re: The Cataclysm games thread.
Post by: zaimoni on October 29, 2020, 11:41:36 am
Also: just look at the commit rate re C:DDA.  That allows any day-job programmer to explicitly compute what has to not be done, to sustain that.  (The unavoidable consequences of this, is my rationalization for forking C:Whales, after ~2 years on the sidelines.  It just took 18 months to make the fork announceable.)

As far as I am concerned, a complete explanation of what proficiencies bring to C:DDA was given.  It's just very hard to automated-test anything related to skill progression and the crafting system.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 29, 2020, 08:08:21 pm
Taking my first crack at a Bright Nights PR: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/161 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/161)

Planning to slowly but surely port over anything of note that was added post-nested that my mods might need.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 30, 2020, 05:49:19 am
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.

Due to temperature i went to sleep in the basement of a starting shelter.
I was very surprised how much noticably faster the time went (i also have z levels turned off), so i can confirm this.

Hopefully BN will find a way to optimise that, i wonder what kind of  expensive additional checks were added during cdda development (and that also came into BN) that led into such slow down, as indeed Cataclysm used to have the waiting time much faster when sleeping and reading at surface level.

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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 30, 2020, 05:50:34 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 30, 2020, 11:06:06 am
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.

The main advantages to it are that you can drop your backpack for the torso encumbrance and not have it dump random crap on the ground afterward (what's in the backpack stays in the backpack instead), and having useful stuff in certain pockets will make them take less time to access.

That said...yeah. Part of the problems weren't merely due to nested containers being buggy on first implementation (which, well, they were) but also because the system was almost IMMEDIATELY adapted to stuff like charges in tools and other systems that nested containers wasn't initially coded for.

That essentially meant a huge spike of work all while the initial bugs weren't really sorted out yet, complicating the process of finding and fixing bugs to such an extent that they're still at it today.
Title: Re: The Cataclysm games thread.
Post by: Damiac on October 30, 2020, 12:44:55 pm
While nested containers make sense from a realism and internal consistency POV, they kind of mess up the balance around encumbrance and carry capacity. 
Pre-change, you had one big inventory, and carry capacity increasing items added to its size. However items with high carry capacity typically come with higher encumbrance. The best example is the big backpacks. You suck at fighting with those big penalties that come from the encumbrance.

Post-change, you can drop the backpack on the ground, all the items in the backpack go with it, and so the downside is practically eliminated. Why not wear a backpack and shove everything into it, then drop if when/if I need to fight?  And of course this is realistic.

So I think it's a more major change than perhaps people realize, and while it makes all the sense in the world it does break some of the gamey balance stuff.  And of course, any change means bugs, screwed up mods, etc.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 30, 2020, 01:41:37 pm
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.

It was probably all the crap you brought back to your lair.

Apparently, you should leave your stuff elsewhere.  Set up an Office and a Home.  :P
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 30, 2020, 01:48:42 pm
That's actually a good idea, i'll have to try that as indeed i had gathered a lot of material i had moved right next to the shelter.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 31, 2020, 05:24:14 am
Probably why it lags so much when I try to craft stuff in my truck...        I've got so much shit in that thing.
Title: Re: The Cataclysm games thread.
Post by: duckman on October 31, 2020, 06:33:40 am
Yeah, iirc, it tracks an item's age from the moment it started existing in ticks, which are 1/10(I think? Might be more/less precise.) of an in-game second each. You can see exactly how old your t-shirt is with debug, for example.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 31, 2020, 06:44:09 am
Would be great to have that game stop tracking items that aren't food, and even better an option to also stop tracking food age too for less realism but much better performance.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on October 31, 2020, 06:59:13 am
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? :p
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 31, 2020, 07:05:04 am
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? :p
That's not realistic enough we need to have it checking every nanosecond for MAXIMUM realism.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 31, 2020, 07:27:39 am
One of the performance improving trick has often been to disable z levels.
From what i read that's not an option anymore on CDDA as it's now always forced on (for now it's still an option in BN) , i hope they'll find some trick to improve performance overall, it's not any fun to wait watching at the screen for the time it takes to read and sleep.

That said from what i noticed in there :
https://www.reddit.com/r/cataclysmdda/comments/jjocc7/game_slowdown/
one of the DDA developer mentionned :
Quote
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.

Hopefully those fixes and future code change will be able to be backported to BN.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on October 31, 2020, 09:13:19 am
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
Title: Re: The Cataclysm games thread.
Post by: BigD145 on October 31, 2020, 10:49:10 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 31, 2020, 12:32:03 pm
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.

Obviously, the correct answer is play 4 games at a time set up in a window pattern.
...and if you computer can actually handle that without lag killing your interest or system, kuddos
Title: Re: The Cataclysm games thread.
Post by: Akura on November 01, 2020, 08:54:43 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 01, 2020, 09:47:20 pm
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.

Hm, I'm worried that BN might not have properly implemented the base camp system.  It was pretty decent and clear in later versions of C:DDA.
BN's base might have been one of the versions where it either wasn't as well fleshed out, or just wasn't working.

Only guessing, but this version might need a follower to act as a camp leader plus one follower to be assigned work.  So you need another person to get things going.  They removed that in later versions of C:DDA. I'll see if I get lucking with starting NPC and can explain more*

*usually, when I'm inclined to test the base camp system, I can't find anyone to join up as a follower... :P
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 02, 2020, 05:54:11 am
I've never built the basecamp, what's it used for besides being a house?
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on November 02, 2020, 06:43:45 am
Apparently you can use it to command NPCs and stuff.

But who interacts with NPCs anyways? :P
Title: Re: The Cataclysm games thread.
Post by: Akura on November 02, 2020, 06:52:02 am
*usually, when I'm inclined to test the base camp system, I can't find anyone to join up as a follower... :P

I just used the one that started in the shelter. Not sure if I had to, but I did do her mission(download software from random house) before recruiting her. And I'm not if the second NPC as overseer part holds true, since the dialogue specifically states that's not the case anymore. Assuming that the fork wasn't made between the text being changed and the process being changed, but why would you change the tutorial text before the mechanics?
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on November 02, 2020, 07:19:33 am
Wait, Bright Night removed yet another whole lot of starting scenarios, including shower victim?

*Gasp* The shock! The hor-

AND THEY REMOVED ROBUST GENETICS FROM THE STARTING TRAITS TOO?
Title: Re: The Cataclysm games thread.
Post by: unauthorized on November 02, 2020, 08:35:47 am
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.
Title: Re: The Cataclysm games thread.
Post by: Fire and Glory on November 02, 2020, 08:47:45 am
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.
Behold:Assault on Precinct Z!

(https://media.discordapp.net/attachments/204072639507988480/772818684120924160/unknown.png)

I wouldn't be surprised if this had been inherited from CDDA at some point, it seems like a logical thing either team would do.

Apologies if you're referring to some other scenarios in one of the newer CDDA versions that I'm unaware of.
Title: Re: The Cataclysm games thread.
Post by: Akura on November 02, 2020, 09:37:00 am
Re-read the NPC dialogue on basecamps, apparently they only work on empty non-farm/ranch fields, evac shelters, and fire stations. That's rather specific, but okay. On the other hand, it seems like all I need to do is set zones(default key: Y) for stuff and then order the slave friendly NPC to do stuff and they'll do it.
Title: Re: The Cataclysm games thread.
Post by: Lidku on November 02, 2020, 11:13:31 am
I like DDA the way it is and it always will be my favorite branch. My only pet-peeve is that they haven't made the demonworld/nether yet after all these years still. NPCs seem to have gotten alot of work, which is what I always wanted and you being able to finally craft somesort of reactive faction- but it seems they have removed all other factions (?/question mark because I haven't checked DDA in a long time). All DDA needs now is a MORE better overhauled NPC system, better factions, and finally finish the Nether region so when you go through a portal something finally happens instead of nothing.
Title: Re: The Cataclysm games thread.
Post by: MrRoboto75 on November 02, 2020, 10:51:56 pm
npcs do things other than try fighting too many zombies and making their own head explode?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 03, 2020, 03:39:42 am
They removed the head explosions awhile back, but they still charge into the horde and die.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 03, 2020, 04:01:39 am
random NPC are the best thing ever in the game to me, they add a lot of unexpected (assuming you increase noticably the random npc spawn chance as with default setting it will spawn them so rarely that it seems they never exist) and lots of fun.
Though sometime it's a lot of FUN! (http://www.bay12forums.com/smf/index.php?topic=121194.msg5816524#msg5816524) too
Title: Re: The Cataclysm games thread.
Post by: Fire and Glory on November 03, 2020, 04:26:44 am
What spawn chance do you fellas put down for NPCs?

In earlier versions the default seemed good enough to see an NPC one or twice a week. No more it seems, though I'm sure part of that is due to you needing to be closer to find them on the map. I'm not sure how high to crank it up so I'll get to encounter people in my travels without turning everything into some sort of Mad Max free-for-all, as amusing as that might be.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 03, 2020, 11:25:32 am
I usually up it from .10 to 1
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on November 03, 2020, 02:01:24 pm
So, what's the current state of playability with CDDA? Last I checked in was right around the time the container changes went in and everything was super buggy. How is it now?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 03, 2020, 03:41:40 pm
Bright Nights update...

Good news, there's a bugfix for a save-breaker DDA currently still has: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/185 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/185)

Bad news, it revealed an underlying bug that'll still affect DDA and BN, and I have fuck-all idea how to fix it: https://github.com/cataclysmbnteam/Cataclysm-BN/issues/186 (https://github.com/cataclysmbnteam/Cataclysm-BN/issues/186)

We are at least slightly closer to making relic_data more usable.
Title: Re: The Cataclysm games thread.
Post by: SHAD0Wdump on November 05, 2020, 03:12:58 pm
What would people say are the top 3-5 features of cataclysm that makes it an enjoyable experience?

 Conversely, what are the top 3-5 things that make the game unenjoyable or flat out inaccessible to aspiring players?

 Just a little research.
Title: Re: The Cataclysm games thread.
Post by: Majestic7 on November 05, 2020, 04:02:53 pm
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)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 05, 2020, 04:26:51 pm
The PR linked earlier (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/185) is now merged, some progress being made on likely causes of the underlying issue (https://github.com/cataclysmbnteam/Cataclysm-BN/issues/186) (which is starting to look like at least two separate save JSON output issues caused by serialize function being malformed).

I'm still terrible when it comes to C++ stuff like this so I'm not 100% sure how to fix the serialize function myself, nor if it's the only thing that'll need to be updated, but we are now officially slightly closer to getting intermittent_activation working than DDA is, in that at least now none of the ways to define an intermittent effect will kill your save. :D
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 05, 2020, 10:16:34 pm
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)
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.
Title: Re: The Cataclysm games thread.
Post by: Majestic7 on November 06, 2020, 02:45:03 am
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)
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.

I think healing pauses are actually fine, because that is when I craft, read and build up the base. So as long as there is something viable to do (which doesn't involve shitloads of micro) while healing, that is okay.
Title: Re: The Cataclysm games thread.
Post by: Damiac on November 06, 2020, 08:29:05 am
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)

Best Stuff: All the crafting, mutations, drugs, etc. Scavenging parts and building up skill by working on your deathmobile. Keeping the PC's focus in a good place with entertainment. Fighting hordes of z's. Finding cool stuff during exploration.

Worst Stuff: Nutrition system, early game infections, the entirety of the filthy clothes mechanic. Anything that makes me spend RL time waiting for something to happen.  The morale hit from killing zombie kids is also an annoyance...

Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 06, 2020, 08:51:11 am
I don't know if it's still possible in DDA as i remember reading they removed several mods, but i'm happy that in BN it's still possible to disable filthy clothes and make nutrition simplified.
Those "features" never made the game more fun to me, in fact they did the opposite.

And
Quote
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.
And as usually you're doing the "waiting time" in location that are safe enough (as you try to make your character survive), it's completely uneventful, uninvolved waiting time that serve no other purpose that making you wait to play again.

Best stuff: anything that is making the game fun : crafting, driving, fighting, exploring, surviving, npc interaction, building etc ...
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 06, 2020, 09:27:45 am
I like most aspects of the game except the long ass waiting time to sleep, maybe it's because my truck has ten tons of shit in it or maybe it's because the game is slow.
Title: Re: The Cataclysm games thread.
Post by: Majestic7 on November 06, 2020, 06:45:06 pm
So, a stupid question - does Bright Days have working camp building? And is it worth the trouble?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 07, 2020, 02:28:01 am
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.
Title: Re: The Cataclysm games thread.
Post by: stingpie on November 07, 2020, 10:53:41 am
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.

The vehicle building mechanic is so much more useful than the base building mechanic. You can basically do every thing in the base building mechanic, except on a moving vehicle. It's a feedback loop where the building is so weak, that no one uses it, and so no one tries to fix it.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 07, 2020, 01:34:23 pm
I made a mod awhile back that allowed me to take most furniture and wall items in game and build them as vehicle components, then I built a house on wheels, which was probably more resistant to damage than a regular house.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 07, 2020, 06:47:26 pm
Meanwhile in Bright Nights, the efforts to fix intermittent_activation continue. Apparently intermittent effects have literally never been able to survive a save/load since day one:
(https://cdn.discordapp.com/attachments/166715641812746243/774780247509827584/unknown.png)

Per discussion in the issue itself (https://github.com/cataclysmbnteam/Cataclysm-BN/issues/186), I'm getting closer to unfucking the mess of code that passes for a serialize function, but I have reasonable suspicion that, ON TOP of the save-JSON breakage I fixed, and the bad formatting I've just about got fixed:
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on November 08, 2020, 04:36:34 pm
Has anyone actually visited the victory condition thing for BN?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 08, 2020, 05:27:04 pm
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.

It's been a long time when i had a character starting a base camp in CDDA.
I have no idea if it's still the same for BN as i haven't reached that point yet, but at the time in CDDA it required to find a tent :
http://www.bay12forums.com/smf/index.php?topic=149157.msg7877131#msg7877131

Looking in BN i see in ...\data\json\recipes\recipe_others.json  the possibility to craft 2 type of tents :

a tent_kit :
Code: [Select]
    "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 ] ] ]

a large_tent_kit :
Code: [Select]
    "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 ] ] ]

Not sure if i read this right but it looks like you first need to find a broken tent or a large broken tent first in your looting adventures, and i don't seem to find anything about making a tent from scratch first ?
It reminds me of Dwarf Fortress oddity of crafting an anvil ... you need an anvil to do that and there's no other way.

Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 08, 2020, 09:08:23 pm
And here is another reason Cataclysm sucks the big one:
I find a Peephole.  It's description teases that I can install it on a door.  But the game gives no info on how to install the Peephole. 
Activate maybe? Nope
Construction menu? putting "peephole" in the find function, nah they'd never heard of it
So now I'm going to have to look on the wiki to find out how to install this seemingly easy thing of "Peephole" on a door.  I swear, it would probably be easier to install IN REAL LIFE than in this game.  Hell, it might not even be implemented, and all I can do is stare and scream at the bloody thing...
EDIT: Searched the wiki "There were no results matching the query."

WHY IS THIS FUCKING THING IN THE GAME IF NOBODY BOTHERED TO IMPLEMENT HOW TO INSTALL THE BLOODY THING!!!

So, yeah, Cataclysm is basically hell in the form of a zombie game, at least some days.
Title: Re: The Cataclysm games thread.
Post by: Akura on November 08, 2020, 09:39:13 pm
Adding a peephole to a door is part of the Build Door construction option, similar to adding a curtain to a window is under Build Window.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 09, 2020, 03:58:22 am
Last time I payed any attention to doors in game it seemed like none of the houses had peepholes on their front doors.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 09, 2020, 07:03:36 pm
Playing a build from 11/5/2020 and godddd I don't like the nested inventory just bc of the fact that it adds way more micromanagement to my inventory. Where once I could look at volume and get a good idea of what it actually amounts to, now I have to account for: pockets being full and all the volume i have left actually being small sub-pockets that all have 1-2 liters that haven't actually had anything put in them and length of items and some of it is so fucking wild i don't even understand, like an crude wooden arrow is apparently 35 inches....?

it's so tedious to use and htis is coming from someone who likes the added depth bc it does have situation where it's nice, but goddamn it just
it is so hard to get into it as when i get into a good flow i'm suddenly shaken out of it by something like 'oh my rucksack is all full but i have like 10 litesr left i should be able to fit this- oh wait all that volume is from my pants pockets + the like four other pockets the rucksack has' or 'this thing should fit IRL why can't it fit- oh wait the length of the item and the pocket it needs to go into are way off from what they are irl...'
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 09, 2020, 07:26:29 pm
You may want to give a try to Bright Night, there is no nested container in this version of Cataclysm.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 09, 2020, 08:56:47 pm
Yeah that's something I've been meaning to do. Biggest issue with me with starting a new character is I tend to play until I'm super self sufficient, so it takes forever for me to stop being that way haha.
Title: Re: The Cataclysm games thread.
Post by: IonMatrix on November 10, 2020, 07:58:43 am
But guys, it's like inventory tetris! The DF of inventory tetris! Who doesn't love inventory tetris?
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 10, 2020, 11:29:08 am
See, I can deal with 'inventory tetris' if the game clearly states what the problem is or allows me to fix it intuitively or without a million presses. Simple management in terms of squares and what items fit where I can deal with.

I can't just deal with the fact that inventory management in CataDDA is an exercise in being frustrated and a million button presses for very limited cases of depth.
Title: Re: The Cataclysm games thread.
Post by: SHAD0Wdump on November 10, 2020, 01:08:08 pm
The sound of that makes me believe Resident Evil/Diablo style inventory would be superior.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on November 10, 2020, 01:32:45 pm
Oh yeah we're Tarkov now.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 10, 2020, 04:22:25 pm
Oh yeah we're Tarkov now.

Tarkov has an actual UI for its inventory management puzzle though, doesn't it? So that's still a step up.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on November 10, 2020, 04:44:52 pm
Yeah, not saying it's bad. A UI like that would be a boon for Cata, really.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 10, 2020, 05:01:30 pm
Mannn honestly I'd be content with advanced inventory management for containers.

I mean ffs there was a fork many many years back with nested inventory that managed that, but apparently it wasn't considered now...?

EDIT: i mean it's advanced inventory management, why aren't containers advanced inventory management compatible
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 10, 2020, 05:05:37 pm
Being reminded of the existence of a nested inventory fork makes me wonder why whoever made it didn't try and PR it, they could've claimed that bounty and we'd potentially have had this system for years...
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 10, 2020, 06:10:25 pm
IIRC it was attempted, I can't remember the name of it but I loved the shit out of it when it was on the forum.
Title: Re: The Cataclysm games thread.
Post by: Akura on November 16, 2020, 09:49:11 am
In my current game, I'm getting to the point where I'm suffering from Vitamin A deficiency. Probably due to surviving almost entirely on a diet of cracklins that were created from processing dozens of chunks of fat into lard, and subsequently processing that lard into animal cooking oil.

So far, it looks like the most effective source I can get right now is wild veggies.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 16, 2020, 11:51:08 am
Just do what I do and just chug multivitamins -or gummy vitamins until you run out of those-, much easier :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.
Title: Re: The Cataclysm games thread.
Post by: Damiac on November 17, 2020, 06:30:21 pm
Just do what I do and just chug multivitamins -or gummy vitamins until you run out of those-, much easier :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.
Wait, cataclysm doesn't properly model the effects of iron and calcium overdoses? :P

BRB implementing kidney stones.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on November 17, 2020, 09:01:51 pm
Technically it does?

But not really.

The nutrition system while I admit is a good idea, it isn't as fleshed out or as impactful as it really should be.

Afaik diet does not impact your weariness in recent versions, meanwhile IRL diet affects how tired you feel after a lot of work even if all you're doing is walking around a lot. In game terms this should mean there honestly should be a 'peak' nutritional level that may or may not be advertised based on self aware trait presence or not that tells you that a level has reached its peak effectiveness and provide a bonus of some kind.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 17, 2020, 10:16:39 pm
Cataclysm: DDA - The game about good nutrition that won't settle with that outdated Food Pyramid.  Learn the idea calcium content for an adult male!  But be sure not to use that chart if you are an adult female, or you'll feel out of sorts!  And you older survivors, better adjust your vitamin intake to adjust for old age!

Not my idea of a good gaming experience.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 18, 2020, 04:23:57 am
I never played with vitamins, I always disabled them with the mod, do they actually add anything to the game now days or are they still just some other realism thing that doesn't add anything to the game?
Title: Re: The Cataclysm games thread.
Post by: AllOfThem on November 18, 2020, 05:05:41 am
Vitamins are only cosmetic, the system was never finished and has never done anything. Maybe pk mod adds vitA defficiencies but in vanilla it doesn't matter.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 18, 2020, 05:33:01 am
I never was interested in the vitamin simulation, it only add more tedium to the game for me for no interesting benefit (especially as it only exist to cripple your character, no monster or npc has to deal with that), always happy to enable the mod to disable it .

That said, amongst many other commits, Bright Night now has some of the performance improving code that CDDA got recently.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 18, 2020, 05:35:31 am
Does any one know what the main differences between DDA and Bright Nights are?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 18, 2020, 05:38:48 am
Quote
Does any one know what the main differences between DDA and Bright Nights are?
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far
Title: Re: The Cataclysm games thread.
Post by: Damiac on November 21, 2020, 09:54:37 am
Quote
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? 
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 21, 2020, 10:47:50 am
When they say "Starts with revision 10614 (just before pockets) of CleverRaven/Cataclysm-DDA." when was that?

May 3rd, 2020, just before the nested containers feature was merged.

Speaking of Bright Nights...I've finally got an official version of Arcana working with Bright Nights. It's in the same repo as the DDA version (https://github.com/chaosvolt/cdda-arcana-mod), just use the Arcana_BN folder instead of the normal Arcana folder.
Title: Re: The Cataclysm games thread.
Post by: RexMundi on November 25, 2020, 09:22:24 pm
There was a post here asking but I'll just post the answer. backtab is apperantly 'shift+tab' and that is how you go back in menus.
I didn't know that is what that was called. actually learned something today oh god.
Title: Re: The Cataclysm games thread.
Post by: Akura on November 27, 2020, 07:54:13 pm
I had gotten to the point where I'm finding my composite bow/halberd combo just isn't capable of killing certain things.

Spoiler: in particular (click to show/hide)

As such, I had been looking into explosive weaponry. Most of the "improvised" explosives I had recipes for required far too much in materials to be effective. I could squeeze a few hundred units of ANFO or similar materials out of the stuff I had, for recipes requiring sometimes thousands. And to say nothing of the time required for that. Just to make one improvised grenade.

Then I leveled up cooking and got dynamite added to the available recipes list. While technically one above my skill level, it's still possible to succeed.


Two questions though. 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.

Second, and completely unrelated to any of the above, how do I get yeast? I'm locked out of several recipes because they require yeast, but I haven't found any in any of the place I've looted.
Title: Re: The Cataclysm games thread.
Post by: ShinQuickMan on November 27, 2020, 11:15:24 pm
That's precisely why I just gave up on bows and switched to rifles. You retain a significant range advantage, and can get plenty of ammo back (perhaps more) from killing zombie soldiers and their upgraded kevlar brute/hulk variants.

As for yeast, you can sometimes find some in liquor stores. It's also a rare spawn in houses.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 28, 2020, 02:55:42 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 28, 2020, 03:23:34 am
Can't you just create dynamite arrows?  I'm pretty sure something like that is a thing.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 28, 2020, 04:39:20 am
There are explosive arrows you can craft, I'm not sure if they exist in newer versions though as they might have been killed off by one of the numerous "realism changes".
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 28, 2020, 05:47:57 am
I don't know for DDA, but in Bright Nights there are still exploding arrows that can be crafted.
Title: Re: The Cataclysm games thread.
Post by: Akura on November 28, 2020, 05:49:06 am
They still exist, at least in the version I'm playing(BN from when it was first mentioned), but they require explosive arrow heads which for some reason I cannot craft. Might be locked behind higher levels of archery skill. Currently at 5, plus level 9 fabrication and still no recipe.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 28, 2020, 05:56:05 am
Looks like you also need some mechanics level for the warhead
    "skills_required": [ [ "archery", 5 ], [ "mechanics", 3 ] ],
Title: Re: The Cataclysm games thread.
Post by: Akura on November 28, 2020, 05:59:24 am
I don't have time to check right now, but I'm pretty sure I do have mechanics level 3.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 28, 2020, 06:10:13 am
Looking into the warhead definition, the recipe seems to be requiring specific books, as i noticed the line
 "book_learn": [ [ "textbook_anarch", 4 ], [ "recipe_bullets", 7 ] ],

looking into other json, textbook_anarch ingame name is "AAA Guide" (Anonymous Anarchist's Annual)
and recipe_bullets name is "The Handloader's Helper"
Title: Re: The Cataclysm games thread.
Post by: Akura on November 28, 2020, 03:32:53 pm
Well, that would explain it; I don't have either of those. Odd that The Fletcher's Friend does have the recipe for the arrows but not the arrowheads.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 28, 2020, 05:29:07 pm
So, I've been doing more work with making Bright Nights versions of my mods the past few days.

In addition to Arcana (https://github.com/chaosvolt/cdda-arcana-mod), I've set aside BN versions of MST Extra (https://github.com/chaosvolt/MST_Extra_Mod), Medieval Mod Reborn (https://github.com/chaosvolt/cdda_medieval_mod_reborn), Tankmod: Revived (https://github.com/chaosvolt/cdda-tankmod-revived-mod), and Stamina Regen Buff (https://github.com/chaosvolt/cdda-stamina-regen-buff).

For all of those mods, the BN-specific version is also in the same repo, in a separate folder.

In addition, Nonperishable Overhaul (https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul) is (for now) compatible with both DDA and BN without needing separate versions. I have plans to set aside a BN version of Dorf Life (https://github.com/chaosvolt/Dorf-Life-CDDA) sooner or later (I really need to finish work on it too...) and I've been meaning to test whether Fewer Farms Mod (https://github.com/chaosvolt/cdda-fewer-farms-mod) needs a separate version or not.

Regarding mods I've helped maintain but aren't mine, I intend to PR a BN version for DangerNoodle's Mining Mod (https://github.com/DangerNoodle/mining-mod) as well, and I've been meaning with work with Noctifer to make a BN version of Cataclysm++ (https://github.com/Noctifer-de-Mortem/nocts_cata_mod) as well.

Now, as for other updates lately, I've got a bit of Tankmod progress done recently. Atomic mini-tanks have at last been revived in a sense, in the form of a fictional solar-electric variant since minireactors are no longer vanilla content. Speaking of no-longer-vanilla, guess who's back? Mercifully rare and stuck with only the main gun (because it turns out monsters can't have more than one special attack of type gun without stuff breaking), there's now a proper tank drone packing 120mm as there was in ye olden days.

There are a few more location variants with military vehicle themes as well, most notably VFW halls have a chance of having an M60 Patton tank on display (disarmed save for the main gun), and garages can rarely have signs of (undead) military presence, usually with evidence of some last-ditch attempts to get old equipment in working order during the chaos of the first couple days. Likewise, military outposts sometimes can have a variant with a vehicle bay.

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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 29, 2020, 02:55:02 am
I can't remember but did they ever finish the surface level train tracks, or did that project die out.
Title: Re: The Cataclysm games thread.
Post by: Blue_Dwarf on November 29, 2020, 12:26:44 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 29, 2020, 01:35:39 pm
I can't even imagine how you would make a portable cannon of that caliber. Just the barrel weighs like 30kg.

Yeah, it's...portable in the sense that you can technically make use of it...

Code: [Select]
"weight": "50 kg",
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on November 29, 2020, 08:08:58 pm
I'm envisioning a man spinning around wildly while holding down the trigger.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 29, 2020, 08:16:37 pm
I'm envisioning a man spinning around wildly while holding down the trigger.

And that is why it's converted to a single-shot. Well no, the real reason is because the stripped-down M2 Browning is also converted to a single shot, ergo this item based off that concept is too.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 30, 2020, 12:05:00 am
And...this is fascinating.

(https://cdn.discordapp.com/attachments/716403896318296087/782819687641776188/unknown.png)

On the left is an item being added by this PR: https://github.com/CleverRaven/Cataclysm-DDA/pull/45724 (https://github.com/CleverRaven/Cataclysm-DDA/pull/45724)

On the right is the birchbark sheath from MST Extra: https://github.com/chaosvolt/MST_Extra_Mod/blob/master/MST_Extra/items/armor.json#L41 (https://github.com/chaosvolt/MST_Extra_Mod/blob/master/MST_Extra/items/armor.json#L41)

Details have some minor differences but the formatting is similar enough, down to the JSON properties they both have being in the exact same order, that it makes me go hmm. I'm also 90% certain I've heard of an innawoods mod adding straw cloaks and other woven items like that. I'm reasonably suspicious that these items are entirely from third-party mods, being ported over without so much as a mention in the OP as to where they came from.

EDIT: Though looking at it further, it might've been due to basing it off the vanilla sheath. I wouldn't be so suspicious if I could at least find the mod that I could've sworn had grass cloaks so I can determine whether there's any similarities there or not, and the fact I can't find that mod is now pissing me off. >_>
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 30, 2020, 10:09:07 am
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!
Title: Re: The Cataclysm games thread.
Post by: Akura on November 30, 2020, 11:54:36 am
I was looking through some of the item stats, and found that longbows have an underbarrel mod slot. Unfortunately, they do not take a 40mm grenade launcher - the slot is probably for a flashlight or something - the image is pretty funny.

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!

...for the firearm repair kit.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 01, 2020, 02:50:50 am
The only thing I've been able to put in the underbarrel slot on a bow was the underbarrel laser sight.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 01, 2020, 12:24:00 pm
The only thing I've been able to put in the underbarrel slot on a bow was the underbarrel laser sight.

Bows count as a separate weapon category from rifles, SMGs, launchers etc. So if a bow is given an underbarrel slot, it will only accept a grenade launcher if it's defined as being usable on a bow (which it isn't, if I recall).

Most weapon categories for gunmod purposes are simply defined by the weapon skill, if I recall. Hence bows are defined as a weapon that uses the bow skill. The odd one out would be crossbows, they rely on some hardcoded hacks that check for what ammotype they fire, if I recall.
Title: Re: The Cataclysm games thread.
Post by: zaimoni on December 12, 2020, 04:06:25 pm
from https://mobile.twitter.com/practicalswift/status/1337177770208747522 :
Quote
Top 10 most critical open source projects written in C++ as measured by Google's Open Source Project Criticality Score:

....
7. Cataclysm-DDA
....
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.
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on January 14, 2021, 11:52:13 am
i have considered getting the C.R.I.T expansion mod what does it add
Title: Re: The Cataclysm games thread.
Post by: Robsoie on January 14, 2021, 12:54:07 pm
That mod is described here :
https://github.com/cataclysmbnteam/Cataclysm-BN/tree/upload/data/mods/CRT_EXPANSION/readme
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 15, 2021, 05:18:16 pm
i have considered getting the C.R.I.T expansion mod what does it add

Awesomeness.  Totally get it, at least to try out.  It has power armor starts, it has beam weapon starts, it even has a mad scientist that turned themselves into a mutant.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 16, 2021, 03:31:01 am
I've started messing with the cellphone version and I have one question, what the hell is this versions equivalent of the ESC button because every time I try to change the settings I get stuck in the menu.
Title: Re: The Cataclysm games thread.
Post by: High tyrol on February 09, 2021, 05:50:54 pm
I only really think that cataclysm feels like a rougelike for lab challanges. I sort of wish that it was possible to get super deep labs? Or a world with a huge amount of Lab spawns? It should be doable with a mod. But I am not sure how difficult.
Title: Re: The Cataclysm games thread.
Post by: teoleo on March 08, 2021, 11:29:02 am
how i can take only one item from a container,, a pouch, on the ground?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 08, 2021, 11:47:57 am
Press the number ( 1 or numpad1 ) before selecting the item (by its letter or by pressing the left arrow when the item is selected) .
You will see the selection is " # " instead of the usual " + "
This will only take 1 of the pile.
Title: Re: The Cataclysm games thread.
Post by: teoleo on March 08, 2021, 12:02:41 pm
not, sorry...my problem is to take one item inside the pouch without take the pouch....( it as 9 different item, i need only one)
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 08, 2021, 12:42:50 pm
sorry i have no idea , are you using CDDA ?
It seems on CBN you can't put anything inside of a pouch (from what i tried with the debug menu) , only wear it to add more volume to carry stuff. So if you're using CDDA it is probably related to the nested container system they added last year.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 08, 2021, 12:44:22 pm
Meanwhile in Arcana, I've got a WIP update self-PR'd here: https://github.com/chaosvolt/cdda-arcana-mod/pull/179 (https://github.com/chaosvolt/cdda-arcana-mod/pull/179)

In a nutshell, it'll add a mission chain to an NPC who shows up at the rural church holdout after you complete all of Sofia's missions. I've got the first mission already cooked up:
Spoiler (click to show/hide)

Next step is working on the setup for the second mission, another dialogue/investigation mission. Setup there is the information you recover gives you what to look for but most of the clues need help from someone more knowledge to help narrow down the location. Then I plan for it to potentially lead into another quick dive into a potentially-dangerous area, depending on who you get a lead from.

Then finally, a good ol' lab dive, into what'll be a custom-made location. It's probably going to represent the overwhelming majority of work here, since it'll be a large location.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 09, 2021, 02:18:40 am
Does anyone remember if helicopters and towing vehicles predate the stupid container inventory system and if 0.D or 0.E doesn't contain it, because I'm not that fond of it and it's one of the main features that I dislike that I have no way of getting around.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 09, 2021, 03:00:25 am
You can try CBN , it does not have those nested containers and back in november got the helicopters :
https://github.com/cataclysmbnteam/Cataclysm-BN/pull/219

For towing vehicle, CBN has heavy duty towing cables so i assume it's also a feature.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 09, 2021, 11:13:21 am
I strongly recommend Bright Nights, yeah. It's a lot more curated towards actually being a game, and deliberately avoids a lot of features that're still broken in various ways to this day.

A summary of differences can be found here: https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far (https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far)
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on March 11, 2021, 01:24:24 pm
Making NPC's spawn 10x as often was a mistake actually makes the game a lot better.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on March 21, 2021, 05:42:45 am
Been a while since I last checked in here but are any folks playing BN still? Any thoughts of how its going so far?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 21, 2021, 08:46:34 am
It's been a while i haven't played so can't say much for the latest build of CBN, but the last one i played was very good to me and was fitting better my Cataclysm needs than CDDA.

Now wanting to give a try to the latest CBN, i noticed on the releases page
https://github.com/cataclysmbnteam/Cataclysm-BN/releases

There are now for window some builds with the mention of "-o3" , buy example  the latest ( 1488 at the time i write) win64 tiles version has

cataclysmbn-1488-win64-tiles-o3.zip
and
cataclysmbn-1488-win64-tiles.zip

Looking around it looks like o3 is a build option, but i can't find what it actually does.
What's the difference between o3 and not o3 builds ?

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 :
Quote
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 ?

Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 21, 2021, 10:52:33 am
Been a while since I last checked in here but are any folks playing BN still? Any thoughts of how its going so far?

Progress is going slowly but steadily, recently some weather fixes have been tinkered with (a brief bout of spring temps feeling abnormally cold got fixed) and Olanti has been working hard to fix up Korg's messy relic/enchantment code. Basic electric grids also got added a while back.

Survivor helmets are also now craftable again.
Title: Re: The Cataclysm games thread.
Post by: zaimoni on March 21, 2021, 11:28:28 am
What's the difference between o3 and not o3 builds ?

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 :
Quote
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 ?
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 21, 2021, 11:46:56 am
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 21, 2021, 12:05:59 pm
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.

Thanks guys for the explanations, so i assume unless there's an obvious performance problem it should be better (as in more stable) to stay with the normal build instead of the "-o3" one.
Title: Re: The Cataclysm games thread.
Post by: Stench Guzman on April 05, 2021, 11:42:22 am
If you are in an area where chickens have bred out of control, try releasing a few manhacks.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 05, 2021, 03:40:24 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 05, 2021, 06:33:40 pm
Meanwhile, I've still been making slow but steady progress on the WIP Arcana update I mentioned last page. Some screenshots of the final location, spoilers obviously:

Spoiler (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: Stench Guzman on April 05, 2021, 07:35:39 pm
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.

There was a nearby zoo that had chickens.  Now it's winter and there's over three hundred of them, easily.  The game noticeably slows down when I get near that area.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 11, 2021, 02:42:49 pm
I've now merged the Arcana update I've been working on, link to the PR was here: https://github.com/chaosvolt/cdda-arcana-mod/pull/179 (https://github.com/chaosvolt/cdda-arcana-mod/pull/179)

Overall summary of what's added:
1. One of the Arcane Purifiers, who arrive after completing Sofia's last available mission, has a mission chain now available. It starts you off trying to hunt down some information to pick up the trail of a portal research project, which said NPC believes may be useful in the long run to salvage.
2. Bringing this to Nicholas, the NPC in question, prompts a mission to get more information to narrow down the location, essentially figuring out what was shipped where. It's a dialogue mission, nudging you to talk to NPCs who might have science or military connections, in order to find out the needed intell.
3. This lets you do one of several side missions to explore a minor location suspected to have more info that'll help you find what you're after. For technical reasons (i.e. a proper map marker requires the location to be a mission target) each NPC also has some reason they want you to share that info with them when you're done with it, which will entail talking to Nicholas about it after you've brought said intel to him first. There's also one method that can net you the info without any side missions, and I have a few more options I plan to add when I get the chance to.
4. With all that together, Nicholas is able to determine which research facility housed the project he wants you to investigate, sending you to the facility to scavenge a specific vital component suspected to have been integral to the project. It's a fairly large facility, though not as big as traditional labs, and more custom in layout rather than using proc-gen layouts. Hence it formed the bulk of my effort on this update, having to hash out the layout and plan how the map will flow. There are multiple options to get past the main obstacles and security, each with their own different dangers or tools required.
5. The lab also has its own boss monster, which can be avoided entirely if you're willing to deal with some other hazards instead. It's meant to be a reasonably tough nut to crack, but in exchange it's possible to acquire a very useful item that lets you develop some items related to the boss monster if you kill it.
6. The part itself is built into machinery, as the mission dialogue and some notes found in the lab hint at. Deconstructing the obvious centerpiece of the final room is an option, but stepping into it also triggers something fun and nets you the part in a different way.

Planned additions:
1. I have two more options for side missions I planned to cook up, adding four more NPCs as potential sources of the desired intel.
2. I plan for the information and part acquired to culminate in the player being given a magitech alternative to the restored ritual blade, with sealing portals being its main function. I'll have to see if there's any way to implement that in the DDA version, possibly via map regen traps like I've already dabbled in, but having a portable, portal-eating map regen trap spawner is going to be something I want to thoroughly test before I implement it. BN version can rather easily use ARTC_PORTAL as the restored ritual blade does.
Title: Re: The Cataclysm games thread.
Post by: ChairmanPoo on April 26, 2021, 10:37:08 am
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?

Edit: after checking this

https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far

I suspect BN will work better overall, if only by preventing fungaloid overload
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 26, 2021, 10:44:08 am
BN also is more focused on actually being playable, in my experience.
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on April 26, 2021, 10:50:17 am
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?

Monsters fight each other in DDA (not sure about BR) but not what i think your thinking of, It's more like Doom's in-fighting were they won't go out of there way to attack each other but if some how they accidentally hurt each other they will duke it out
Title: Re: The Cataclysm games thread.
Post by: ChairmanPoo on April 26, 2021, 11:10:20 am
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.
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on April 26, 2021, 11:12:28 am
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.

Sorry my bad
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 27, 2021, 07:07:25 am
Bright Nights both has an overall performance edge (it omits several of those "realism" mechanics that slow down game processing) and playability edge (ditto), so go Bright Nights.

It also has an actual win condition.
Title: Re: The Cataclysm games thread.
Post by: Scoops Novel on May 14, 2021, 11:43:22 am
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.
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on May 14, 2021, 12:32:58 pm
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.

Elaborate?
Title: Re: The Cataclysm games thread.
Post by: Scoops Novel on May 14, 2021, 02:07:39 pm
Spoiler: So far so good. (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: ArchimedesWojak on May 14, 2021, 10:58:09 pm
Spoiler: So far so good. (click to show/hide)

Ah i understand now, I need to try this but i don't really like A.I Dungeon because it's not really that good at generating relevant responses
Title: Re: The Cataclysm games thread.
Post by: Robsoie on May 27, 2021, 01:23:23 pm
Maybe you remember that there was someone that was interested in trying to make a 2D real time version of Cataclysm.
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on May 28, 2021, 01:24:11 am
I'm really interested in that, to bad it's 64 bit.
Title: Re: The Cataclysm games thread.
Post by: Showbiz on May 28, 2021, 04:09:24 am
Maybe you remember that there was someone that was interested in trying to make a 2D real time version of Cataclysm.
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.
Holy shit, this looks great! I'd drop a coin or two for this.

Edit: I don't know if I like the realtime gameplay, though
Title: Re: The Cataclysm games thread.
Post by: BigD145 on May 28, 2021, 12:29:09 pm
Odd that's it's not hosted on itch.io so you can't use the itch launcher.
Title: Re: The Cataclysm games thread.
Post by: se5a on July 03, 2021, 04:39:17 am
Are followers and base buiding in CDDA worth it? there's not much google info on them, I just had a bad experience where one of them came back from gathering food, yelled at me and turned hostile. force quit in an attempt to savescum but it left a bad taste in my mouth and havn't attempted a reload yet. so far even before this it seemed a bit micromanagement and a bit of a pain to be worth it, is it just still wip or how its supposed to be? or am I just doing it wrong. using them for combat doesn't seem useful as they just get in my line of fire/in the way and die, not worth much more than ablative armor/distractions. and tryng to get them properly armored/armed seemed a little bit too much effort ux wise too.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 03, 2021, 10:30:08 am
Noticed that CDDA got its 0.F "Frank" stable release :
https://old.reddit.com/r/Cataclysm_DDA/comments/ocs8ui/0f_frank_release_is_here/

Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 03, 2021, 01:32:15 pm
0.F Stable is out. They also took this opportunity to create their own subreddit just for dev talk. I would advise against going there since you could just open an issue or PR on their github. They've already purged comments in their page announcing 0.F obstinately for being off-topic, 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.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on July 03, 2021, 03:30:54 pm
 Some people can't escape their own character, am I right? Especially with chat and commit logs, and deleted forum posts, and reddit comments telling your own story.

CDDA continues down the path of gamification, as opposed to simulation.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 03, 2021, 04:42:00 pm
I mean, I've always admitted I'm an asshole and that I still get too easily worked up over stuff despite trying to improve, and that the personal shit between Kevin and I festered into leading to what was a valid final straw on his part for kicking me out, but more and more it seems apparent the community has only gotten worse over the years, and that more and more of the "core" devs have allowed themselves to get drawn into it.

Given what Erk said about their new subreddit in this post about why they split off (https://www.reddit.com/r/Cataclysm_DDA/comments/od19az/why_the_new_sub/):
Quote
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.

Unless I missed something major since I stopped following the CDDA subreddit, the only developer I can recall being banned was ZhilkanSerg, with the final straw arriving about here. (https://www.reddit.com/r/cataclysmdda/comments/nd5jep/to_the_devs_have_you_taken_notes_from_social/gycw1ep/?utm_source=reddit&utm_medium=web2x&context=3)

For clarity, that was DracoGriffon (one of the periphery devs and a moderator on the CDDA subreddit) choosing to ban ZhilkanSerg (another dev) following a long series of harassment and trolling on Serg's part, directed towards other people in that thread (which can be looked through further via clicking "show parent comment"). This had been the final straw in about a year and a half, maybe 2 years, of similar incidents that had been allowed to persist up until then.

In fact it was because of Serg (and to a lesser extent Fris, another dev, engaging in similar persistent behavior), and having repeatedly talked to the subreddit's mods about such incidents in the past, that I decided that I would be far more likely to be kicked out for getting provoked into an argument than Serg would be for his incessant trolling. So I unfollowed that subreddit and have only since intermittently poked my head back in when other people bring it to my attention. That Serg actually got banned, I think MAYBE a few weeks to a month after I gave up on that place, was an unexpected surprise.

If this specific incident is the motivating factor in Erk's quote, then that means that the purpose of the new server is partly so they can still have a subreddit where not all of the dev team have been banned from their own community for trolling. This implies that the answer to another person's question here (https://www.reddit.com/r/Cataclysm_DDA/comments/od19az/why_the_new_sub/h3ybvtw/?utm_source=reddit&utm_medium=web2x&context=3):
Quote
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?

...is going to be a resounding "no" in the long term.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 04, 2021, 03:43:57 am
What is it about cataclysm that attracts such assholes in the dev department?
Title: Re: The Cataclysm games thread.
Post by: Blue_Dwarf on July 04, 2021, 03:59:51 am
What is it about cataclysm that attracts such assholes in the dev department?
The fact that current devs are assholes and alienate everyone else.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on July 04, 2021, 08:35:38 am
"Rules for thee, not for me!"
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 04, 2021, 08:00:54 pm
Probably because Cataclysm is a game that embraces the "Radical Freedom"TM of an apocalypse more thoroughly than any other game.

You can do hard drugs like heroin and meth, jerk off with a vibrator, or mutilate your body to hell and back with mutations and cybernetics to transform yourself into something inhuman. Most apocalypse games I know of are either way too survival focused and don't give you the chance to let loose (eg. Left for Dead, Dying Light), or involve a degree of simulated social interaction that forces you to exercise at least some empathy for your fellow man (eg. Fallout, Wasteland).

Cataclysm embraces vice in a way few other games do so it kind of makes sense that it would appeal to people who are into that.



What is it about cataclysm that attracts such assholes in the dev department?
The fact that current devs are assholes and alienate everyone else.

Definitely a big factor though it's a bit circular for my tastes. I believe the former is how those assholes got to be in that position in the first place.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 05, 2021, 04:23:50 am
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.
Title: Re: The Cataclysm games thread.
Post by: teoleo on July 05, 2021, 04:28:33 am
sorry i use the cataclysm launcher and i download the version number 6616372, is correct?
Title: Re: The Cataclysm games thread.
Post by: Urist McSpike on July 05, 2021, 07:30:44 am
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.

What's the big difference, or is it too detailed to easily list?

I'll be honest, I dialed back to Cooper, because I didn't like the changes.  Hadn't updated for a while, tried Ellison...  went to make a lockpick, and nothing.  Several more tries, and I noticed I had a batch of 0% lockpicks in my inventory.  While I like the idea of crafting not being an all or nothing thing, I find the added "realism" of having to start construction, equip the item, and then continue crafting.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 05, 2021, 09:06:35 am
The big differences between CBN and CDDA :
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Changes-so-far

The small differences would make it a lot much harder to find, as you'll have to follow their commits to see.
Title: Re: The Cataclysm games thread.
Post by: zaimoni on July 05, 2021, 11:12:10 am
...., 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.)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 06, 2021, 06:54:53 pm
Eh, clique is as clique does, I guess.

In more positive Cataclysm-related news, I've got a WIP Arcana update I've been working on, here: https://github.com/chaosvolt/cdda-arcana-mod/pull/190 (https://github.com/chaosvolt/cdda-arcana-mod/pull/190)

In a nutshell, it rebalances some of the spells. Magic Signs and Sanguine Marks both end up with the same "final energy cost is half that of starting cost" scaling that Arcane Blessings use. Then, it changes Magic Signs to primarily cost stamina instead of either fatigue (BN version) or mana (DDA verison).

I plan to link it to a side effect that builds up on casting it, that can cause a much smaller level of fatigue buildup if you overuse Magic Signs (since stamina-casting is a lot more spammable than fatigue or mana), but I've yet to finalize the exact details balance-wise.

Related, given how HP-casting is by far the least renewable of those options, I might want to beef up the overall power level of Sanguine Marks to compensate. In addition, for Might and other spells that have a Magic Sign equivalent, I might want to give them some bonus effects to make them more distinct, and make it worth casting that version instead of the mundane stamina-burning version.
Title: Re: The Cataclysm games thread.
Post by: Damiac on July 07, 2021, 10:27:23 am
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.
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.

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. 
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on July 07, 2021, 12:25:47 pm
Yeahhhhh.

Frankly, with the way the game's contribution is even handled, this was bound to happen at some point. A single person who can decide what goes in and what doesn't was bound to end up cliquey. Just sad that it's happened in a community that insofar as I can tell isn't really growing enough to have multiple forks of the same thing thrive -Bright Nights as the exception being a number of dedicated fans and all working on it.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on July 07, 2021, 01:29:54 pm
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.
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.

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.

Exactly my experience too, honestly.  And the worst of it is, you have someone in charge of the product who doesn't even try to hide the mentality that the game is "his", despite the game having been developed by someone else entirely, and the vast majority of the work done on the game since the OG left being done by community effort.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 07, 2021, 01:41:10 pm
Exactly the reason I moved to Bright Nights. Dwelling on it too much these days just makes me go eh and lose the mood to work on stuff. Speaking of, that WIP I linked to earlier is now more or less at the stage where I just need to tinker with and test it. Since I recently got back into starting a game with an arcanist character and started with a couple basic Magic Signs, that gives me a good way to test them...
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 07, 2021, 08:11:46 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on July 07, 2021, 08:37:47 pm
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.

Not realistic, needs more fiber twisting mechanics.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 07, 2021, 09:06:35 pm
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.

Arcana already has all the cool Lovecraftian magic shit covered :D
Title: Re: The Cataclysm games thread.
Post by: zaimoni on July 07, 2021, 11:09:29 pm
..., 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")
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 08, 2021, 03:06:44 am
I've always wondered how hard it would be to make a fork and ditch all the awful crap.
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 08, 2021, 04:26:56 am
CDDA also never actually got around to making actual urban regions. I haven't played it recently, but I remember the "city" option in the world generation only just made a large amount of suburban housing (which to my knowledge to the only default regional settlement type, the other being rural; but that factor is only essentially 1 or 3 buildings in one area, in contrast to the suburban regions where there are a moderate number of buildings clustered in a single area).

Though they have put in Z-levels in full effect at this point, right? Maybe they will begin on real urban cities soon.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 08, 2021, 11:29:53 am
Urban cities honestly sound like a slog to get through and explore, which makes it perfect for DDA.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 08, 2021, 01:35:19 pm
I can just about 500 cookie-cutter apartments, full of food and clothes due to the half-finished SUS itemgroup system, but with nothing interesting spawning in them nor any essential tools for progression...
Title: Re: The Cataclysm games thread.
Post by: MrRoboto75 on July 08, 2021, 02:31:33 pm
The 'burbs already have too many zeds to deal with tho...
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 08, 2021, 05:04:09 pm
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.

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.

Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 08, 2021, 06:40:26 pm
Given that Cataclysm is pretty cyberpunk, a fun dungeon for cities might be like, a giant corporate tower.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on July 08, 2021, 06:56:48 pm
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.

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.

From a gameplay standpoint I can understand your take here, though "dungeon" isn't necessarily the only use one may have for wanting high rise buildings.  In a setting where your most pressing worry are zombies, whose motor functions aren't great at the best of times, being up high with a lot of obstacles would be practical for basing.  Also, the close proximity of many of these buildings would make them ideal for NPC city ideas when one of the forks nails NPC's down.

As to the idea that they'd be mostly rubbled and destroyed...being bombed would be the only real scenario where that would be feasible.  Concrete, steel, stone, and brick are very resilient building materials, many of which are engineered to withstand catastrophic earthquake damage in some areas.  Lack of maintenance might take a toll on surface level appearances, but dude, we have stone structures whose interiors are still completely intact thousands of years later.  There are even examples of brick buildings lasting centuries.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 08, 2021, 07:54:13 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on July 08, 2021, 08:15:36 pm
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.

pretty sure it's not one or the other but all of the above. kind of a tone deaf implementation, since the only environmental queues are the presence of weird mobs.

the cities are important for gameplay, as they represent a density of loot paired a higher challenge than simple countryside thievery. if you remove most of the buildings for piles of rubble, you not only remove the only safe route for sneaky-types (crawling from window to window is much safer than running around in the open, assuming you haven't got a horde closing in) and also like the whole allure of the city is that you can set fire to it, break all the windows, and leave that path of destruction. Cata gets it right when the zombies pound and crush entire buildings in their attempt to get to your flesh, no matter how unrealistic that is it's pretty dang awesome. Start a new game with like city sizes >6 and try to see how long you can survive.

Spoiler (click to show/hide)

the last thing cata needs is more voices screaming 'realism above all!' guys you can only kill a game so hard
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 08, 2021, 10:23:28 pm
I think you misunderstand us. Cataclysm currently has cities, but those "cities" are nothing more than very dense suburbs along with a scattering of various stores and maybe an occasional mall. This works fine and has all of the gameplay benefits you describe, but we can only call them towns at best.

Some people though, want Cataclysm to have real cities. That is, clusters of multistory high rises where each individual floor can be explored. They want a playable Manhattan.

There are not only technical challenges to this (Z levels come to mind), but there are also design challenges as well. Mainly that exploring and looting a single 20-story building would take too long, let alone dozens of them. You'd get sick of it very quickly.

The whole rubble idea was an attempt to keep the spectacle of venturing into a big city, without causing the game's pace to slow to a crawl. Realism has nothing to do with it. Classic "cities" would still be in the game and would be the more common location by far (no need to remove something that works so well), but if you were in the mood for some novelty, you could try to venture inside the ruins of a metropolis to see what you could find.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 08, 2021, 10:29:00 pm
It does seems like it could be fun to get lost inside of a horribly tangled urban maze which you could never possibly explore fully. Just so long as the player isn't expected to clear every floor of every building, because that's simply not feasible for one person to do.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 09, 2021, 02:04:12 am
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.
Title: Re: The Cataclysm games thread.
Post by: ZebioLizard2 on July 09, 2021, 03:22:39 am
I mean like all things you could have both. Cities that spawn like rubble and some that are intact. Why limit it to just one or the other?
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 09, 2021, 03:24:25 am
Well, because why would we want to have a 50% chance that our city spawns as a square mile of rubble if that doesn't make interesting gameplay?
Title: Re: The Cataclysm games thread.
Post by: BigD145 on July 09, 2021, 08:52:21 am
Making such a city more manageable would be to have the outer edge be nonstop rubble and source of nails and such. As you go deeper into the center you find more intact buildings and higher enemy spawns. You could make a basecamp anywhere you like. The outer edge has building materials. The interior has intact rooms. It's your choice to dig in or move on.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 09, 2021, 05:12:49 pm
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.

It's not all rubble. It's rubble mixed in with half destroyed buildings. Buildings with only the first 5 floors intact for example. That way you can still explore abandoned apartment buildings without having to deal with the tedium of exploring abandoned apartment buildings.

As far as zombie apartment exploration is concerned though, I think Death Road to Canada does it best.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 10, 2021, 02:29:55 am
I still think some of the cities should be intact.
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 10, 2021, 03:12:48 am
Rubble cities does sound really boring. Part of the prerogative of the players that do want to explore urban regions, would be the massive high-rises and dense building placement. Just having thing as rubble would just make it the situation I mentioned about the mass clustered suburbs, but even more worse.

If someone wants to explore 20-something story building in the first place, let them. And the buildings in a urban region don't have to be uniform and can be varied, just as the default suburban regions are with special buildings other than Residential Houses. Mixed-Use Developments, Corporate Towers, Car Park Buildings, Urban Shopping Centers, Stadiums, etc.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on July 10, 2021, 06:27:04 pm
I still say that high rises with makeshift bridges and walkways built between them would make for some great NPC towns/communes when someone gets NPC's in good working order
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 10, 2021, 08:43:22 pm
Meanwhile in modding...stuff for BN is going slowly yet steadily, but I've got a lot of mods I need to set aside 0.F Stable versions for DDA, because there's been a wave of merged PRs breaking mods I need to update for. Given I've been juggling a lot of offline shit lately, gonna take a bit for me to get all this shit updated. @.@
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 11, 2021, 03:51:57 am
If anyone's interested I found a someone has gathered a bunch of the mods into one thing you can download, there's a fallout and Warhammer 40K mod in there.

Mods (https://github.com/GMC-Modding-Team/Community-Mod-Compilation-redux)
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on July 11, 2021, 12:34:06 pm
Fair warning, there's a lot of drama between the compiler of this pack and the kenan mod pack, I'd say stay away from their discords unless you absolutely need to and I'm mainly just saying this as someone who finds the drama annoying bc there's no real clear story imo.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 11, 2021, 01:34:38 pm
Going to Kenan's server should generally be fine now, from what I've seen the drama regarding GoatGod has calmed down there. It was basically just personal stuff between the two of them, so Kenan seems to have tried to keep it from boiling over to affect the server as a whole. Plus, that server isn't really for Kenan's mod compilation but is for CDDA/CBN modders in general, so.

No idea on GoatGod's server but I'd hope things between the two of them haven't affected their server as a whole, just that I'm not on that server to confirm for myself.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 12, 2021, 03:50:29 am
I didn't know about any drama, I just found the mods through the CDDA github when they merged part of some mod into the game.
Title: Re: The Cataclysm games thread.
Post by: teoleo on July 17, 2021, 10:20:58 am
finally i have found a safe place, for now..., a cottage in the wood.
I have food pace and space....but how i can make or find water???
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on July 17, 2021, 11:31:40 am
Teoleo, assuming this hasn't changed in xx months, you should try to score a funnel in town. Then you can place that funnel into a water jug or other container and leave it outside for the rain to collect. If you don't have a funnel you can craft one with a knife and a plastic jug. I believe.

Otherwise, some forest buildings spawn with a basement with a well or water pump. Those are practically cheating, and very handy!

Your third option is to build a vehicle or bicycle or shopping cart or sledge to haul large amounts of water from a far away source.
Title: Re: The Cataclysm games thread.
Post by: teoleo on July 17, 2021, 12:05:14 pm
thk...
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 17, 2021, 04:10:39 pm
Forests can also have puddles of water here and there, and sometimes ponds spawn innawoods too.
Title: Re: The Cataclysm games thread.
Post by: teoleo on July 18, 2021, 07:47:24 am
but this is unclean water...
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 18, 2021, 08:15:46 am
To make clean water simply, you need
- a fire
- a pot/teapot/etc.. to boil the water in the fire
- a container that has the unclean water in it or unclean water you have put in it yourself
- an empty container (to put the once cleaned water into) like an empty bottle or a glass jar
then use the "&" menu (or Enter -> Craft -> Craft Items) and "clean water"

Note : starting a fire could lead into it spreading accidentally to nearby tiles, sometime hurting you a lot if unlucky or destroying stuff you may have wanted to not destroy.
A fire ring is a solution for that as it will contain the fire, you'll need :
a digging tool (a digging stick can be made of a simple heavy stick or a plank) and use it to dig a shallow hole
20 rocks
Then the "*" menu (or Enter -> Craft -> Construct Terrain) -> Build Fire Ring

Works in CBN and CDDA the same
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2021, 10:30:33 am
If you can make a proper shovel, a deep pit will also contain a fire. Getting twice as many rocks can also allows you to build a fireplace if you have enough skill, if I recall. Or, if you have any sheet metal, you can craft a brazier. Just remember to activate the brazier to deploy it, don't just drop it on the floor.

Accidentally burning your house down because you lit a fire on top of a loose brazier in item form is a newbie trap so old that I'm fairly certain an extra "Are you sure you want to cause a YASD?" is baked into the hardcode to catch that.
Title: Re: The Cataclysm games thread.
Post by: teoleo on July 18, 2021, 11:04:40 am
thk
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2021, 04:19:59 pm
And in Bright Nights news, three things I'm working on:

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.
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on July 18, 2021, 04:29:21 pm
Anything that makes ammo crafting less tedious and more useful is great! The biggest problem to me with ammo crafting is that with the amount of ammo you need to use to kill zombies, the time and resources required to craft ammo becomes prohibitive. It's easier to stick with bows and crossbows with easier to craft ammo.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on July 18, 2021, 05:45:07 pm
The biggest thing I realized when I got into that stage of the game is that I really only use one type of ammo, maybe two. So, once I had a Kinetic Bullet Puller I'd take apart all incompatible ammos, thus giving me the things I need to craft what I do use.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2021, 06:21:34 pm
In my most recent playthrough I could momentarily stuck trying to find a bullet puller because I had a gun I wanted to shift focus on, but wanted to also take apart a lot of ammo to make more of it. The other thing I got stuck on was the fact that my ammo of choice was purifying shells from Arcana, so I had a lot of lead that I needed to transmutate into silver to make use of...

Being able to take ammo apart with pliers or cutting, maybe at the loss of the casing, might be a nice way to improve things, but you can't have multiple uncrafts for ammo so...

Also, smol PSA for mod authors: that bland "bionics are alien now" lore thing I was poking fun at? It's coming with a PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/49892) that's probably gonna break shit due to removing some itemgroups.

I've already decided that "CBMs didn't exist pre-cataclysm" is insipid and bland, and I have no intention of overhauling mods I'm involved in just to for consistency.
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on July 18, 2021, 06:23:29 pm
God, I'm so glad Bright Nights is a thing.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2021, 06:32:41 pm
Yep. Never forgot: a zombie can shoot lightning out of its ass because literally blob magic, but a post-threshold super bird mutant isn't allowed to fly because that'd be unrealistic. :D
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 18, 2021, 06:59:57 pm
sci-fi tech existing pre-cataclysm is unrealistic

You're kidding me? They didn't actually say that did they? Did the Devs never venture into a police station in this game? Did they never go to a hospital and use an autodoc? Did they never get blown up by a chicken walker? Did they never read the description of the "High Tech - Low Life" Scenario?!

The society of Cataclysm is clearly more technologically advanced than our own, the tech we have is perfectly in-line with the setting of the game. If you want a zombie survival game set in the boring present, play project Zomboid instead.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2021, 07:38:33 pm
Sadly chicken walkers and the HTLL scenario have BOTH been mod-shifted. As have all bionic professions. Plus autodocs no longer superheal you if I recall, just give you a massive bonus to your

I'm sure power armor and UPS weapons in general will get the boot eventually. It's only a matter of time.

play project Zomboid instead.

Or play Bright Nights. Bright Nights: because Cataclysm is a roguelike and meant to be playable, not a tedious proficiency simulator.

That last PR I linked to, about zapper zombies gaining CBMs, is kinda explicitly meant to solidify the idea that BN is going to go the opposite of the "bionics as ayy lmao shit" direction, since it reverts something that explicitly hinged on the idea that electric zombies rely on blob magic instead of CBMs.

Relevant:
(https://cdn.discordapp.com/attachments/800192152666767390/866478876230418442/unknown.png)
Title: Re: The Cataclysm games thread.
Post by: heydude6 on July 18, 2021, 09:23:37 pm
Wait, quick question: What caused the cataclysm?
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.
Title: Re: The Cataclysm games thread.
Post by: Culise on July 18, 2021, 10:47:05 pm
And in Bright Nights news, three things I'm working on:

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.
Ooh. I'll wait on my next game until these pulls make it in.

Wait, quick question: What caused the cataclysm?
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.
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...
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 19, 2021, 02:45:46 am
Wonder when they're gonna finally give mutations the axe as well, certainly makes me not give a shit about DDA anymore.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 19, 2021, 03:39:58 am
God, I'm so glad Bright Nights is a thing.

Exactly my thoughts now :D

I've been running a character in the "Dark Days of the Dead" mod in CBN (that i assume is the same as the CDDA one) trying to emulate some zombies movies.
Also to make them movie-like i also lowered their health and speed.

But after a few days, there's not enough of them to be a threat to my character unfortunately, i think i should have increased the spawn density .
So my question : Is it possible to edit the spawn density ( "spawn rate scaling factor" i think) of an existing world ?
I see where the option is in the worldoptions.json from my ...\save\MyWorldName\ 

But i'm wondering if doing so will not lead into breakage at some point ?
I have read by example that editing the "wander spawn" option require a world reset, something i'm not interested to do as i like what i have in my world so far and wouldn't want to reset it.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 19, 2021, 04:01:31 am
I think you can, I've done it with NPC spawning and it worked, so I don't see why it wouldn't work with monster spawning.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 19, 2021, 04:21:28 am
Thanks, i'll give it a try then, hopefully i'll find a reasonable good setting, not populate every tiles with dozen of zombies :D

edit
so far it seems to work, though i didn't go crazy with the setting , only upped it from default 1.0 to 5.0 (setting can go as high as 50.0).

After field testing my recently crafted Long Bow with success (i've been using a Short Bow since days before reading enough survival skill to be able to get the Long one) , i decided to move to northern sector of the city , after spotting a gathering of undead, press X to check from afar how much
Spoiler (click to show/hide)

Ok, thanks but no thanks, let's retreat until i find some super machinegun :D
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on July 20, 2021, 09:59:35 am
Ooh, when are we going to get a Robsoie playthrough posted?  Those are great!
I mean, others are good too, but Robsoie ones are the Gold Standard.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on July 20, 2021, 12:51:58 pm
Depending on your hollywood era of choice, I used to use the 'no special zombies' mod and pair that with like, 10x spawn rates, and no running zombs. Not sure if the default install even contains these mods anymore.

However, I found the game exceptionally boring when the greatest threat was your own forgetfulness or exhaustion, since running away was far too easy.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 21, 2021, 01:25:10 am
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.


Also why do the herbivore dinosaurs hate me?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 21, 2021, 03:24:04 am
After fighting a lot of zombies in
Spoiler: the alley of death (click to show/hide)

I wandered out of the town to check a
Spoiler: mass grave (click to show/hide)
And quickly understood this was no place to visit (tough it looks like a few guys in the left of the screenshot didn't understood the concept of running away).

I was wondering about upping the zombies movements, a bit like in the serie "black summer" in which they are always running once they spot a prey.
In the options, the monster speed seems to be the setting to change as it changes the movement rate.
But i am wondering, is monster speed also directly/indirectly influencing their attack speed too ? Not sure if having undead with a dozen of attacks by turns would be any fun, while speed running zombies would put a lot of interesting pressure.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 21, 2021, 02:00:40 pm
This is getting me tempted to post about my recent experience playing CBN...in a nutshell, I picked a mage hunter in Seeker of the Arcane scenario. To keep things interesting (and get lots of easy points) I picked Wayfarer, so I've been basically living off whatever I can cram into what's basically just a vehicle trunk with sled runners slapped on it.

I started of with just the basic mage hunter kit of hammer, mask, and cloak. Over the course of about an in-gane year (at 14-day seasons, mind) I've managed to tactical-ify my armor a bit with a survivor helm and boots, a survivor backpack, and a survivor harness. The last one in particular I've found to be essential, as I carry a Saiga-12 for plinking the enemies that're too spicy to take on in melee. Normally a shotgun, even with slugs, isn't great for nasty critters. But with a lil silver shot, salt, and dull essence, mid-level arcanist characters can load a shotgun with something that deals fire-type damage.

It's given me a lot of opportunity to playtest my mods, at least. Lessons I've learned over the course of playing:
Title: Re: The Cataclysm games thread.
Post by: duckman on July 21, 2021, 08:13:09 pm
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.


Also why do the herbivore dinosaurs hate me?
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.
Title: Re: The Cataclysm games thread.
Post by: feelotraveller on July 22, 2021, 06:11:56 am
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.


Also why do the herbivore dinosaurs hate me?
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.

More stupid aggressive than humans?  I don't believe it...  :P
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 10, 2021, 02:39:20 pm
Lil bit of an Arcana update I'd been tinkering with, mostly just dialogue stuff bounced back and forth between my desktop and laptop. (https://github.com/chaosvolt/cdda-arcana-mod/pull/193)

Quote
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.


Still oughta add some side mission stuff but weh.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 11, 2021, 02:04:15 am
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.
Title: Re: The Cataclysm games thread.
Post by: Secretdorf on August 11, 2021, 06:50:16 am
I click tutorial, then it says game not responding, does anyone know why?(though it might be my crap pc) edit: i waited a bit and it worked :p
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 11, 2021, 09:18:16 am
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.

It's supposed to ruin your stamina and the hidden healthiness stat, but even if that's broken (likely, nested containers was by the same person, both have been seriously buggy in the past and still cause issues) I'd still recommend Bright Nights due to trimming the fat (pun intended) from that mess of a mechanic.
Title: Re: The Cataclysm games thread.
Post by: Scripten on August 11, 2021, 09:49:46 am
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.


Also why do the herbivore dinosaurs hate me?
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.

More stupid aggressive than humans?  I don't believe it...  :P

Interestingly, herbivores tend to be stupidly aggressive, even moreso than omnivores like us. The main reason why bison, bulls, hippos, and so on are so deadly (to us, but also everything else around them) is because they are large and resilient enough that they rarely take damage that kills them and, since they don't need to hunt and move in herds for protection, they don't have to worry about anything less than catastrophic damage.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 12, 2021, 02:01:04 pm
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.

Sadly not enough to make it debilitating. Frankly it's just a grace timer before you need to seriously consider your food options.
Title: Re: The Cataclysm games thread.
Post by: Silicoid on August 16, 2021, 02:14:37 am
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).

Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 16, 2021, 11:10:54 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 16, 2021, 12:42:51 pm
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).

Bright Nights meanwhile laughs at this "ayy lmaos invented bionics" nonsense. Not only do zapper zombies now have bionics too (reversing the decision to never give them CBMs because ayy lmaos), but there's now an industrial center location with an augmentation clinic in it. Basically answering the question, where do technician zombies get all those bionics?

DDA's answer to that question is "they don't anymore, they can yeet your weapons through blob magic, now you have no reason to ever bother fighting them, go hunt my special snowflake aliens if you want to become a cyborg"

BN's answer is "right here, come and have a go if you think you're 'ard enough, it might actually be worth it"
Title: Re: The Cataclysm games thread.
Post by: BigD145 on August 16, 2021, 01:59:43 pm
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.

Nobody has ever made one of those before....
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 17, 2021, 03:02:55 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 17, 2021, 12:03:09 pm
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.

"I'm into fitness. Fitn'ess cheeseburger in my mouth."

Meanwhile, yote some ideas at Noct recently, for a Cata++ idea that came about after binging on Cruelty Squad: https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/293 (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/293)
Quote
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.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on August 17, 2021, 11:06:01 pm
*facepalms* At this point it's just sad.  Literally the only thing DDA has going for it at this point is brand recognition.  People who play these types of games all know about it because of other offerings such as Project Zomboid, so Kevin and gang aren't getting the blow back they should be getting for these horrible decisions.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 17, 2021, 11:15:23 pm
That's why I say play Bright Nights. Because it actually sets out to be a GAME. :D
Title: Re: The Cataclysm games thread.
Post by: Robsoie on August 18, 2021, 03:41:43 am
I hope more and more people that only know CDDA will start to notice CBN and then can enjoy Cataclysm again.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 18, 2021, 11:15:53 am
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.
Title: Re: The Cataclysm games thread.
Post by: se5a on August 18, 2021, 11:13:25 pm
Wish they'd put that much effort into the base building side of things.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 19, 2021, 02:11:25 am
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.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 19, 2021, 09:44:10 am
Wish they'd put that much effort into the base building side of things.

Yeah. An unfortunate side effect of open source game dev. The cool stuff you like that’s probably very complex under the hood was developed and then it stopped because the dev got bored or doesn’t have the skill to implement it, meaning it just stagnates.

npc basebuilding focus when
Title: Re: The Cataclysm games thread.
Post by: Silicoid on August 20, 2021, 08:11:59 pm
Stamina?  How was it changed?  I'm looking at a mod that increases stamina regen...  is it still required for Bright Nights?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 20, 2021, 10:09:17 pm
Stamina?  How was it changed?  I'm looking at a mod that increases stamina regen...  is it still required for Bright Nights?

BN has more or less reduced the problems caused by the winded condition but stamina regen rate is still at the value inherited from BN, so it's worth using the mod anyway.

Also, pic unrelated:
(https://i.redd.it/km3spwzg6fi71.png)
Title: Re: The Cataclysm games thread.
Post by: Robsoie on August 21, 2021, 04:05:25 am
That reminds me immediately of a specific Police Academy scene
https://www.youtube.com/watch?v=pobCoKFEfXk
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 21, 2021, 11:07:10 am
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
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 22, 2021, 03:31:39 am
I wish someone would work on the Desert Region mod.  It's a nice change of pace, although I haven't quite mastered the "Not Dying from Overheating" bit.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 22, 2021, 03:35:01 am
The desert region mod recently got the axe in DDA with no real reason as to why.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on August 22, 2021, 04:11:52 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 22, 2021, 04:21:19 am
The desert region mod recently got the axe in DDA with no real reason as to why.

...that would explain why it keeps glitching out, and why it takes several attempts to generate a playable character.  DDA doesn't WANT me to play it.

Because I don't need to pour more kerosene on DDA's flaming mess, I actually understand why they would axe it.
1) It apparently wasn't the most popular of mods.
2) DDA  is more buggy on the Desert region due to DDA's temperature system being balanced on New England weather.
3) Thus leading to more bug reports that don't make sense until the player says "Oh, I was using the Desert Region mod"
4) Thus either leaving the decision of fixing the game based upon a minor mod, or axeing the mod.
5) And the death keel is that apparently the mod's author disappeared (its been on version 0.2 for several years). Nobody exists who cares to update it.

The specific technical issues, that seems to have actually been fixed to some degree, are that Desert region mod works by changing all the fields into desert and increasing the ambient temperature (I think).  There used to be bugs in that the game required field regions to spawn things (like the Helicopter crash, for example).  That has been fixed, since I saw Helicopter crashed in the desert now.  My guess is that after all that work, it was decided to just cut the buggy mess.

I however thought it was an interesting concept, the idea that the game could exist in different biomes.  Maybe there could be a Tropical mod, an Arctic mod, or even Country/region mods so that Japanese Pagodas or European Castles could appear.  But it's difficult.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 22, 2021, 06:13:40 pm
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.

I've messed with it. Can't really find a setting that works right to me, I think it's literally just the font itself that's the issue not the size or height or width. Maybe I'm just dumb and picky :P
Title: Re: The Cataclysm games thread.
Post by: BigD145 on August 22, 2021, 09:13:19 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 23, 2021, 02:51:33 am
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.
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 23, 2021, 02:59:05 am
So, I've been pondering some Arcana ideas maybe. About all I got so far are the rough ideas and possible item descriptions.

Spoiler (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on August 24, 2021, 12:54:02 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 24, 2021, 02:11:04 pm
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.

The problem here is "blob magic" is just being used to support changes on an ad-hoc basis to justify whatever arbitrary changes are desired. It's bad writing applied inconsistently towards an already biased purpose.

Blob magic lets zombies fly just by flapping their freaky mutant arms hard enough but a super bird mutant can't fly even if they're more than halfway to just becoming a giant bird, aliens invented cybernetics so we can throw out basically all the cool sci-fi shit, etc etc. It gives the impression that it's just another aspect of the game that's only acknowledged when its application is detrimental to the player in some way.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on August 24, 2021, 02:21:26 pm
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.

Except that the Metabolic Interchange is an in-universe power source for CBMs, making it far more believable that a zombie has electricity powers then trying to handwave away that it's a biological function, given that, y'know, there aren't any creatures in real life that generate electricity after they die.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 24, 2021, 02:24:59 pm
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.

It's also the changing of the narrative that is problem.  Previously, Electric Zombies HAD to have CBMs to generate the electricity.  Now, apparently, that story is changing.

The other complaint, as least from me, is the WHY.  Harvested CBMs were already quite difficult to use, since you had to clean and reset them, and usually you got the Burnt CBM which means you also had to rebuild them.  It's not like early-game characters were going to use those CBMs.

The concern is that this is a veiled attempt to wipe CBMs out of the game entirely.

Eh, we'll all be playing Bright Nights in a year, so I probably couldn't care less what DDA does.
Title: Re: The Cataclysm games thread.
Post by: Mephansteras on August 24, 2021, 04:13:22 pm
Apparently I never posted in this thread. So...PTW.

Also, looks like I need to check out Bright Nights!
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 24, 2021, 04:18:26 pm
Apparently I never posted in this thread. So...PTW.

Also, looks like I need to check out Bright Nights!

And I need to shamelessly plug my mods at you, too. XP
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 28, 2021, 03:52:55 am
So, it looks like tanning hides is now locked behind the new Chemistry skill.  It doesn't appear to be the same as Cooking, so no grinding boiling water to get the 1 skill point, although I could be wrong.

Ok, I guess that makes sense, but still, when I just downed my first wild boar, and I'd like to do something with the raw pelt before it rots, this basically means "nope, its gonna rot, no way you're getting that skill point in time"


As I'm playing, I'm reminded of how many mechanics of the game are designed just to slow the player down.
I swear, it should be renamed "The Amazing Sitting on My Ass and Doing Nothing Simulator"

EDIT: So I was overreacting.  What a shock.  Cooking the meat got me the skill point to further process the hide.  Cooking/Chemistry appear to be sameish.  At least in Brightest Night.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 28, 2021, 02:17:34 pm
Meanwhile in Arcana, working on a thing here: https://github.com/chaosvolt/cdda-arcana-mod/pull/196 (https://github.com/chaosvolt/cdda-arcana-mod/pull/196)

Quote
* 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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 28, 2021, 06:21:04 pm
Anything that can turn meat into veggies? My Experimental Mutant starting character is turning into a Cow/Plant, and can no longer process meat.  And those Angry Boars are so common...
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 28, 2021, 09:20:31 pm
I will be entirely honest, I prefer DDA. I don't know why but i just bounced off of BN. Maybe I'm too attached to pockets or something, or the devs hypnotized me. :P
Jokes aside I quite enjoy the realism but I respect anyone else's opinion.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 29, 2021, 01:19:01 am
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.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on August 29, 2021, 02:54:07 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 29, 2021, 04:21:37 am
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.
Title: Re: The Cataclysm games thread.
Post by: Mailo on August 29, 2021, 05:01:16 am
What made me stop playing DDA were the changes to nutrition together with the removal of mods like "easy nutrition", which I already considered an essential to play even before the obesity / stomach volume changes. For one thing, the changes are touted as "realism" while being unrealistic as anything, for another the interface simply does not support the information necessary to make it work.
A pet peeve already before these changes were the "frozen food" update. Apparently eating frozen and then re-heated pasta dishes is awful enough to make one contemplate suicide in a zombie apocalypse. Strangely enough my wife freezes leftovers from her pasta dishes regularly, and they are delicious after being re-heated, but hey, what do I know, DDA realism experts know best, so I'll just go and shoot myself after the next meal :P

And I agree with King Zultan, the sci-fi stuff was fun, interesting, and followed the lore. Now everything is being retconned away, and while some parts of the game got definite improvements I'd really like to experience, the overall effect is bad enough to make me not play the game at all. I haven't tried Arcana or Bright Nights yet, maybe I'll give one of those a whirl.

At one point I even considered contributing to the project (my day job is C# dev), but holy heck is that GitHub a cess pit of favoritism, insults and circle jerk. If my work place was like that I'd try to get the responsible people out of there, and if that fails, quit myself. No way I need to expose myself to that in my spare time.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 29, 2021, 05:12:12 am
Easy Nutrition did nothing actually, since it only changed vitamins which were unfinished. And still are. It'll probably get re-added once deficiency does something.

Pretty sure mushy food got tweaked somewhere down the line to reduce the mood debuff. I usually chuck it in the fridge instead of the freezer anyways.

Yeah for people who preferred the original setting I wish there was a mod for it. I have plans to make one anyways after Aftershock changed direction. Soon(tm).

Never had an issue with the github, most of how I interact with the community is making issues (suggestions and bug reports, one, the soil layer, got implemented even) and talking on the community server where the devs talk only occasionally anyways. Sorry for your experience though.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 29, 2021, 05:29:09 am
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.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on August 29, 2021, 05:33:49 am
Oh right, I forgot about the large amount of weight fluctuations and having to eat lard to not lose weight when I had to work on cars for a day. I believe that got fixed up, but soon after we got the proficiencies system where they were implemented before there was a post character creation method of acquiring them.

Ended up dropping the game after those were introduced. It's kinda become clear that dda isn't afraid of putting in new systems without a clear way to mitigate them in their experimental builds. And with how long vitamins are still unfinished, alongside drug use stuff I am really not confident that new systems will get fully implemented. But I have practically given up on runs before due to these implementations
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 29, 2021, 05:57:42 am
Well that's the point of experimentals. They're not supposed to be oversight-free. They're basically alpha and beta versions. The latest stable fixed proficiencies and is overall in a pretty good state.
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.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on August 29, 2021, 06:48:27 am
Well, mostly just kinda making it clear why I bounced off of DDA. And a lot of these had been kinda issues that my friend group ran into mostly, but we're glad we have a choice in the matter now at least
Title: Re: The Cataclysm games thread.
Post by: Arbinire on August 29, 2021, 06:49:18 am
It's kind of hard to take "the experimentals are alpha/betas" when the person in charge of the fork actively argues and insults anyone who tells them what doesn't work on the current "experimental" and consistently leaves in broken or half-thought out features for years....all while actively removing ones which were fun and actually worked that were created by other community members.

And the "stable" branch is progressively becoming anything but stable on DDA.  It's fine if it's your preference but dude, don't come in here pretending like most of us are newbies who "just don't get it".
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 29, 2021, 06:54:15 am
I'm not pretending that you are. Yes the devs have problems. I don't deny that. Just never personally had problems with my bug reports but I guess I'll have to trust other people on it.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on August 29, 2021, 12:34:45 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 29, 2021, 02:26:38 pm
For me, I'd just been burnt out on what seemed like a constantly shifting focus from one half-finished overhaul to the next. Always adding more bugs and tedium, nessecary streamlining and improvements to make it more playable always getting pushed back. From a modder and contributor standpoint you can also see a lot more of how the code is often an untested mess, and you can really see that "broken implementation now, playable version when I get around to it" mentality and how it piles up over the years.

Even with Bright Nights being focused under the direction of the singular most competent dev Cataclysm has ever had, 90% of the to-do list so far consists of fixing broken and badly-implemented shit inherited from DDA. Code-wise it's a train wreck that has been piling up for years, and a lot of the worst aspects of that aren't as visible to players. It only starts to become apparent when you get into modding extensively, and becomes most visible when you try to work with the underlying code as a contributor.

As for the devs having problems...yeah. I'm hardly one to talk, I'm absolutely highly abrasive when it comes to discussing problems with the code, but I'm at least inclined to acknowledge that as a problem and have been trying to avoid getting worked up over things these days. Then I see several of said devs demonstrate that they have not made the slightest effort to improve or even acknowledge their self-destructive tendencies and abusive attitudes over the years.

Hell, on the old fan server, about a week before it got took over by that neo-nazi troll (long, weird story) Kevin in particular had stormed off the server after one of the admins asked him to stop provoking arguments. That was basically the first week I can remember where that server was actually peaceful, and where I could talk about development-related stuff in public chat without getting dragged into an argument. Even with several other core devs who strongly disagree with my opinions on how the project is handled still being there, things went perfectly fine for that one week.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on August 29, 2021, 04:26:46 pm
Cataclysm really attracts people who are just absolutely full of drama causing attitudes is my experience.

Tbh I wish I was able to properly wrap my head around coding, I would love to work to make this on and off love of mine better.

Hell I'd settle for lore author at this point, I shall agree that the lore's drifted massively. I'd been following since the last days of Wales iirc so seeing how the lore's shifted from the elevator pitch being "Zombie apocalypse BUT also it's scifi and p much every other apocalypse you can think of happened all at once, also the zombies are weird goo zombies and not a virus" slowly to just "zombie apocalypse but all the interesting stuff didn't come from earth it came from another dimension or two"

shrug

I need to learn how to add back in acid rain, I liked that as an incentive to keep a garage and also -while I can't be certain if it's a false memory- I swear it helped with some of the lag caused by lots of entities as things slowly get whittled down and die and objects disappear from the rain.
Title: Re: The Cataclysm games thread.
Post by: Lidku on August 29, 2021, 04:47:57 pm
I think the problem DDA is facing now, is that its too focused on miscellaneous mechanics to put in the game instead of focusing what were supposed to be major arcs to the setting.

They removed NPC factions (or does it still exist anymore? I haven't checked in a while), the Nether Realm still hasn't been created yet at all for years at this point, quests are too one-note and formulaic, etc. The only major arc they've put focused on and succeeded at, has been with that fact you can finally make your own dynamic faction and a whole base; but its at a general cost of all the unique NPC factions I remember from before being gone. Though admittedly, those factions never even factored into play at all and were basically setting-flavor-text, but its a shame they removed such a thing before adequately working on it.

The Nether Realm is also something they completely forgot to make, which was something I've been waiting for years to be introduced in DDA. Though I don't need if CDDA code is partial or even has the framework for whole different "new-map" dimensions, that can also "save" the state of the default map you can move to and fro at. I'd think adding the Nether Realm into DDA would be an entirely new frontier to explore for the game and possibly open up options for new unique mutations as well.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 29, 2021, 09:53:36 pm
The factions are still in the design doc last time I checked, honestly it's like the vitamins where they did nothing. They'll get properly re-added... Eventually. Maybe a few years down the line. But nothing was lost really.

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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 30, 2021, 02:42:32 am
Still wish they'd give the NPC factions some randomly generated quests so there's something to do once their quest line is over.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on August 30, 2021, 02:45:23 am
Still wish they'd give the NPC factions some randomly generated quests so there's something to do once their quest line is over.

ANOTHER SETTLEMENT NEEDS OUR HELP
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 30, 2021, 03:06:17 am
Note: always look in campgrounds. They can have a luxury RV. Which is a huge RV with a kitchen, fridge, washing machine, and dishwasher, as well as beds. Really good mobile base.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on August 30, 2021, 03:29:59 am
What does a dishwasher do? Clean hard filthy items like Kevlar?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 30, 2021, 03:53:22 am
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.

Also, you can still get CBMs from zombies! You need to find zomborgs, which are near crashed pods which can be found in the wilderness. Auto-notes help find them if enabled in the settings. Honestly harder to find but definitely safer than engaging a shocker.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on August 31, 2021, 01:34:54 am
You can also dissect zombie scientists, I got a power armor interface out of one.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 02, 2021, 05:24:59 am
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.

Title: Re: The Cataclysm games thread.
Post by: Arbinire on September 02, 2021, 06:52:21 am
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.

*literally facepalms* That guy has a history of this sort of nonsense, someone else should just take over the tileset
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on September 02, 2021, 07:18:17 am
Well, thankfully that won't delete undeadpeople from my copy of BN which I'm just starting. It's quite nice to have stuff visually represented on my character and stuff. v_v
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 02, 2021, 07:40:21 am
It was because he threw a fit over transgender representation in the game (being allowed to switch gender). Good riddance. This is what the devs did right too, IIRC they banned transphobes after this whole debacle.

And I prefer Ultica nowadays TBH.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 02, 2021, 09:13:46 am
Speaking of the ultica tileset, CBN has a demo version of it in the graphic options (it's an old version from 30 March 2020, so very incomplete in comparison to the undeadpeople tileset that is default) .
You can try the latest version of this tileset in CBN by downloading "UltimateCataclysm-dateofrelease.zip" there
https://github.com/I-am-Erk/CDDA-Tilesets/releases/latest

(and extract the "UltimateCataclysm" folder from the zip then move it to your your ...\CBN_directory\gfx\    folder )
Not sure if fully works, but from what i see it seems it does, though it's not yet as complete as undeadpeople (i spotted a very few items on my world having an ASCII glyph instead of a graphic).

Both ultica and undeadpeople tilesets are looking very good ingame.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 02, 2021, 09:19:25 am
I'm doing spritework for most of the missing items and mutations, already did the lupine ones, will PR soon. Am on DDA though so some items might not appear in BN but the tileset should still work.
Also, the Ultica vehicles are so much better than UDP's. They even look 3D-ish.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on September 02, 2021, 12:39:25 pm
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
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 02, 2021, 02:03:16 pm
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.
Title: Re: The Cataclysm games thread.
Post by: ShinQuickMan on September 02, 2021, 02:17:34 pm
ASCII4lyfe
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on September 02, 2021, 02:18:42 pm
but only if square
Title: Re: The Cataclysm games thread.
Post by: heydude6 on September 02, 2021, 02:56:21 pm
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

I think the black terminal background just fits the tone more than the bright daylight you usually get with a cataclysm tileset.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 02, 2021, 04:48:34 pm
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.

Same as Random_Dragon.  But that is basically because by the time I figured out how to even install DF's tilesets, I was already "used to" DF's default character set.
Mind you, that was back in 2009.  Tilesets were more "install it yourself" back in those days.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 03, 2021, 02:13:12 am
ASCII is better than tilesets for every game.
Title: Re: The Cataclysm games thread.
Post by: George_Chickens on September 03, 2021, 03:55:57 am
ASCII is better than tilesets for every game.
ASCII = Always Superior. Cool, Intelligent, Igloos.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 03, 2021, 04:18:45 am
In my early DF years, i was ASCII only because i got used to it through some roguelike.
Since then i have tried a lot of graphic packs but i don't know why but i never managed to get used to them, too much of blurry (as i don't play DF on a huge monitor or fullscreen). Tilesets felt much better as ASCII replacement, but i had a hard time to find one i liked completely

So i ended with a very simple tileset (https://imgur.com/WmW9ivL), built from mixing things i liked in other people tilesets, so ingame it looked like that (https://i.imgur.com/mCRhker.png).

For Cataclysm, i played on ASCII for a very long time because there was no graphic support for a while. But all in all i had problems with those graphics, not sure why but i couldn't get used to them, until Retroday that i liked a lot as it triggered some nostalgia brain cell with its old computer style (https://i.imgur.com/zCb0xio.gif) (yeah i'm old :D ) it was good time when random friendly npc could spawn with flamethrower, the hilarity when the npc meant well to help when you had a horde on you , but you ended burned to cinder :D

Then when the xotto graphic pack appeared, things looked like an old 16bit console game, and surprisingly it was fitting very nicely. So when the pack was expanded and more and more complete through the undeadpeople version of that pack, i never looked back until Ultica
Ultica had a realism feel (and wow those vehicles) , its only downpoint and why i still use the deadpeople graphics is that the normal view has the sprites too small so you need to use a level of zoom to see those very nice details it has (but you then can't see far enough around you).

The deadpeople graphic in normal view are big enough so the details still pop nicely.

That was an excerpt of "My Life and Work" :D
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 03, 2021, 06:07:40 am
When I first played CDDA, I used ASCII. Then, I used UDP. Recently I switched to Ultica.

It's weird, in DF and NetHack I prefer ASCII but in every other roguelike I find it hard to play without tiles.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on September 03, 2021, 01:27:52 pm
Honestly readability and mod support is what I prioritize.

Readability in that I can see everything without useless clutter -which rules out some.
Mod support because I don't wanna see random ASCII symbols. This does mean things like Retro/NeoDays ranks higher than other because ASCII fits more as the fallback than say UltiCa or MSXotto.

But ASCII I do fall back on if I'm playing on the side. Also used to be just fine with it when the old ssh catadda server was up, the small terminal in ASCII was nice as a side thing to mess with. Sad there isn't another psuedomultiplayer thing like that set up anywhere else, afaik. Was fun essentially sharing a single world with other players.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 03, 2021, 01:45:31 pm
I just think that none of the "graphics" tilesets actually work for this game. The game looks best when it looks like a roguelike, because it's been designed around that. So the best "tileset" for me here, is RetroDays. Not even the 'newer and fancier' NeoDays - just plain old RetroDays.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 03, 2021, 10:04:01 pm
I just like having clothing and mutations being represented on my character.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 04, 2021, 12:26:30 am
I just like having clothing and mutations being represented on my character.

+1 to that!

I actually didn't know that mutations were represented.  Looking forward to it!
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on September 04, 2021, 12:37:58 am
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
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 04, 2021, 01:12:02 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 04, 2021, 01:19:09 am
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?
Title: Re: The Cataclysm games thread.
Post by: BigD145 on September 04, 2021, 11:51:56 am
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?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 04, 2021, 04:59:49 pm
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.

Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 04, 2021, 09:50:12 pm
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.
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?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 04, 2021, 11:47:03 pm
It would be nice to start with horns.

As for my character that can eat shrubs, its a character I already have.  They have like a 50/50 chance of getting hooves eventually, I figure.

My tileset showed the hooves, I just lost the picture.

I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 05, 2021, 12:05:21 am
Meanwhile, I added an item to MST Extra: https://github.com/chaosvolt/MST_Extra_Mod/commit/80d4ead62d0b8ea1daf10797c18986d9098cbc39 (https://github.com/chaosvolt/MST_Extra_Mod/commit/80d4ead62d0b8ea1daf10797c18986d9098cbc39)

Quote
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.

Video example of the concept: https://www.youtube.com/watch?v=tXh_VT5ygOY (https://www.youtube.com/watch?v=tXh_VT5ygOY)
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 05, 2021, 06:01:44 am
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 05, 2021, 07:47:27 am
BN is basically older DDA with some tweaks. It's a different game TBH, and for me it scratches a different itch.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on September 05, 2021, 08:03:27 am
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 05, 2021, 08:21:24 am
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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 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.

So I wouldn't say I contributed 'heavily' to this thing. Especially since they're all since before the BN fork. :P
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on September 05, 2021, 08:40:48 am
PTW. While I disagree with parts of DDA's design and the devs can be jerks sometimes, I still like it.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 06, 2021, 12:28:30 am
The older versions of DDA are more fun and I've seen few new additions to make me want to update.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on September 06, 2021, 09:08:50 pm
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 06, 2021, 09:09:24 pm
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.

Hm, for you I would think the Final Goal of BN would be the motivation.  Sure, it's not "Pure DDA", but you've got a final goal, and BN doesn't overly burden the player in trying to achieve that goal.  Most of the improvements in BN are the removal of several survival mechanics, so you can focus upon achieving the Salvation of New England.  I actually wonder how long it would take for a Military Recruit with Computer/Electronic skills.
Title: Re: The Cataclysm games thread.
Post by: Arbinire on September 07, 2021, 07:12:30 am
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.

Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 07, 2021, 11:15:49 am
Personnally, CBN fills completely my Cataclysm needs without contest
It was something (very) old version of CDDA used to do (as they were good improvement on the original Cataclysm), but CDDA ceased to do it for me, with all the layer of added tedium and strange decisions for no actual player interest/benefit i simply had no more fun.

So when CBN became actively maintained and continously developed, it renewed my interest in Cataclysm.

Sure there are a lot of people that prefer CDDA apparently as they're still playing it, but to me it's CBN all the way now, as it's said "to each their own".
And if the CBN devs keep following on what they have been doing so far and deliver to me the fun i don't have anymore with CDDA i see no absolutely no reason to either go back.
Title: Re: The Cataclysm games thread.
Post by: Mailo on September 07, 2021, 01:57:31 pm
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)  >:(
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 07, 2021, 02:02:25 pm
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)  >:(

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.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 07, 2021, 02:32:50 pm
I think BN will eventually overtake CDDA in popularity.  I for one don't see much reason to go back
I'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.
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.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on September 07, 2021, 02:48:28 pm
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.

PK, as in Pisskop? Isn't he on our forum?

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 07, 2021, 03:19:07 pm
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.

Tell that to the DDA devs then. :V

And yeah, Pisskop was the original mod author. As far as mods go it's interesting, and still pretty good quality (though it's large enough that having traded hands since Pisskop went on hiatus has made mod maintainance a serious problem), but it's also got some balance problems that would not make its descisions suitable for vanilla content.

Basing vitamin definiciencies off PK's, especially with how it uses those deficiency effects for some unexpected things (like prussian blue giving you iron overdose directly and tying it in which how it rebalances the medicine to work) means it's not going to work out well if adapted for DDA, and I don't trust the people there to make sure their adaptation of it makes for a sensible implementation.
Title: Re: The Cataclysm games thread.
Post by: Toady One on September 07, 2021, 07:06:50 pm
(Please keep the back-and-forth on different forks and things to a minimum!  People don't seem to be able to take it in stride.  May need separate threads if it comes down to it.)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 08, 2021, 03:29:07 am
The bickering has summoned The Toad, I wonder which part of the conversation got his attention?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 08, 2021, 11:46:41 am
The bickering has summoned The Toad, I wonder which part of the conversation got his attention?

My guess would be the entirety.  Note the phrase "back-and-forth".

While it would be nice to keep the discussions together, a dedicated BN thread does make sense.  This is mainly a catch-all thread, and discussion of BN mechanics could cause confusion.  Like our plotting to find the Main Lab makes zero sense in all other versions/branches/whatever.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 08, 2021, 12:36:25 pm
I'm not sure having split threads would be a guarantee of things being kept argument-free, i remember there were 2 CDDA-only threads on Bay12 and both were locked definitively due to heated arguments.
Anyways, i think the "bickering" wouldn't have really degenerated into what we saw in the past, as i think people still want a place to discuss all of Cataclysm on Bay12, they certainly would have moderated themselves.

Just think of what the Fonz would have done :D
Title: Re: The Cataclysm games thread.
Post by: BigD145 on September 08, 2021, 12:49:24 pm
Bright Nights being split off would likely give it a better chance to not get locked, because yeah we know DDA tends to get locked.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 08, 2021, 01:03:48 pm
Eh, having as one general thread seems fine to me. If anything I worry it'd encourage more arguments running in parallel across both threads.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 09, 2021, 02:05:30 am
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.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on September 09, 2021, 04:46:56 am
Well, it really comes down to be nice and don't assume the worst out of people because they contribute to a project really. I also kinda let my frustrations boil over a little there.

One thing I kinda wish cataclysm had though was something that reduces the amount of corpse pulping you had to do after fights. Right now it's just based on how over kill your attack was, but it'd be nice if there was some skill interaction with survival top disable zombie revival instead of the all or nothing implementation right now.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on September 09, 2021, 11:09:22 am
I'm confused by what you mean? If you have even a simple knife, you can walk over a a corpse and press B which brings up the butchery menu, and then you can select "Dismember". Dismember is a butchery function specifically designed to destroy zombie corpses as quickly as possible, and in my opinion it does a good job at it, removing them in seconds.

What more can you ask for?
Title: Re: The Cataclysm games thread.
Post by: chaoticag on September 09, 2021, 11:15:06 am
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.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on September 09, 2021, 11:48:41 am
Good points. I've never gotten that far in game before so I never got to experience these problems, but they definitely do sound annoying. Some sort of fire weapon sounds like the solution to points 1 and 2 (some variation of a flamethrower turret), and point 3 can be solved by the game keeping track of it for you. Perhaps it can add a kind of rapid auto-butcher option like in DCSS.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 09, 2021, 12:03:18 pm
I was going to suggest the use of the "Prevent Zombie Revivication" mod , but i remember if you play CDDA that mod was removed (and merged into Classic Zombie i think).

No idea if the version that still is in CBN would work on CDDA, at least in CBN i use it all the time as i grew tired about having to spend time pulping everything that is on the ground.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 09, 2021, 12:23:31 pm
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?

I'll have to test the turret thing, i.e. whether or not a corpse continues to degrade after reviving and being killed again.
However you can also destroy corpses (like any other item) by driving over them with something heavy. If you've finished looting a battlefield, couple of back-and-forths with a truck will deal with any bodies. And there are vehicle scoops and things for managing stuff on the ground, so you can easily pile them together and set them alight.

Also also, in my recent experience corpses won't actually revive unless something comes near them. I've had a field of dead bodies I've Rambo'd and Carmageddon'd my way through over a week ago as I was working to clear out a mall, and there were a handful of unpulped corpses there that never rose until I was out there again picking some vegetation and wandered within striking distance. So a turret likely won't ever have to deal with the same zombies again and again unless something else moves by and agitates the corpses.

For the last point, something like the Retrodays tileset makes it pretty clear if you've killed something and left it in a state where it can rise again. Plus you can look for items with Shift-V, and any intact corpses will be bright yellow - if you put corpses on priority, you'll always see anything you've missed. And finally, there's also the matter of how much you even need to do corpse pulping - you really only need to do it if you plan to stay in the same area for more than a day, or loot it more than once.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 09, 2021, 04:33:00 pm
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.

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.
Title: Re: The Cataclysm games thread.
Post by: duckman on September 09, 2021, 05:38:32 pm
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.

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.
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 09, 2021, 05:51:03 pm
Meanwhile in BN and my mods, I just got done updating the BN versions of my mods, and Noctifer's Cataclysm++ mod, since bodypart IDs in BN are now lowercase.

Also some recent stuff I managed to accomplish:
* Pipe guns are now easier to craft (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/825 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/825)). This was basically a revival of this PR (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/618) that got closed due to some problems the contributor had trouble fixing, it switches it so pipe guns are more likely to be craftable at a point in the game where they'd actually be useful. Fabrication as the main skill, not needing a full-on hacksaw but instead any source of metal-sawing quality, and such. You can also now make blunderbuss ammo out of match head powder, since it's otherwise almost worthless.
* This was followed up by another PR (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/846 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/846)). It was proposed during PR discussion that using a screwdriver set for pipe guns was also wacky, so that removes another bottleneck to crafting them. 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.
* Fixed arm guards for leather armor and other parts of a set being wildly different statwise from the armor they're a part of a set for (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/831 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/831)).
* Fixed jerky counting as raw after you cook it, something DDA fixed independently (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/849 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/849)).
* For mods, fixed some minor issues the above-mentioned lowercase ID PR (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/821) caused with mutation type IDs and the IDs of a couple mutations (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/855 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/855)).
* Lamadus removed the half-finished vestiges of the realismic tailoring overhaul (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/810) from BN, which had only really affected arm guards and stuff. My follow-up PR to it removed the now-useless cotton sheets that you previously had to somehow magically assemble into rags by waving a knife at them, and removed other useless junk like buttons and looms (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/859 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/859)). It also fixed some weird change DDA made where you could no longer knit felt patches from yarn. In exchange, egads it's a nerf! How terrible! You can no longer make cotton rags from wool yarn now that you're able to make felt patches from yarn again, and likewise no more rags made out of sinew. I kept plant fiber as an option for rags however, so it shouldn't bottleneck innawoods crafting.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 09, 2021, 08:41:36 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 10, 2021, 12:13:54 am
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.

Welding seems like a logical way to fluff out the recipe, yeah. Welding the barrels to secure them would add a reasonable bit of complexity to justify the upgrade. Dispersion could also potentially be a factor I suppose, though in practice the difference would logically be minimal. About all that really comes to mind is primarily weight and bulk as far as disadvantages to using the double-barrel over the standard one.

We'll see, sometime.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on September 10, 2021, 01:15:43 am
Pipe guns are only useful if you get ammo drops that match the pipe guns you make. And guns, in general, are only useful once you're able to go rapid-fire and have ammo to spare, because of the whole "every zombie in town now homes in on you and your noise" thing. Unless you just use them for hunting, or training marksmanship I suppose.

Early on, when you don't have access to a good gun with lots of ammo, it's far more preferable to go for bows I think. Or a sling, or anything silent.

That said, if you want an alternative to welding for a double pipe rifle, I think using some scrap metal and a basic drill to fashion brackets that are tightened with bolts (so in game terms, scrap metal and nails as materials, tools with hammering 1, drilling 1, bolt turning 1) would be a far more secure alternative to plain duct taping the barrels together.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 10, 2021, 02:56:53 am
If anyone ever wants to make more realistic recipes for pipe guns I have a source.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on September 10, 2021, 09:26:20 am
I have auto-pulping corpses on, saves lots of time after killing a dozen zombies, just walk next to the corpses. Both forks have it I think, check the options.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 10, 2021, 09:29:26 am
Pipe guns are only useful if you get ammo drops that match the pipe guns you make.

No offense, but you have that backwards.  You don't make the guns and hope they match the ammo.  You pick up ammo that doesn't match your guns, then you make a pipe gun to use the odd ammo.

One pipe gun strategy, in my relatively untested opinion, is that you would use them primarily if you have some other firearm, like maybe a pistol.  So you would use your pipe gun(s) for the first shot(s) then switch to your primary firearm. 

For example, you have a 9mm pistol with 30 rounds and you pick up 30 rounds of .45 caliber ammo.  You then manufacture a couple pipe guns that use .45 ammo.  Then you initially shoot one zombie with your first pipe gun, then drop it and either fire at the same zombie or a different one with your second pipe gun, then switch to your 9mm pistol.

Alternatively, remember I discussed earlier using fire to kill zombies?  You set 4 or 5 fires to cover all spaced between you and the zombies, then fire your pipe gun to get the zombies to charge into the flames, and maybe kill a couple of them.  Then switch to melee as the surrounding zombies burn up.  The pipe gun itself would probably be a half-way decent melee weapon, actually.  Better than a pistol, at any rate.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 11, 2021, 01:14:05 am
I've always felt that there should be pipe pistols or short stockless versions of the pipe rifles, or at least a way to saw the stocks off of guns.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on September 11, 2021, 09:34:47 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 12, 2021, 03:30:14 am
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.
Title: Re: The Cataclysm games thread.
Post by: Silicoid on September 16, 2021, 04:29:32 am
One thing I do miss the sweet spot where dynamic and static spawns existed together-you could clear out a city, but monsters still dynamically spawned(like for example the dreaded moose), and you needed to board up and defend your base with traps lest you wake up with a monster in your face.

Once you've cleared out a area, the area feels pretty empty.

I also remembered the craziness of swamps and how a non-electric car was a death trap.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on September 16, 2021, 09:43:56 am
Yes, it seems the wilderness is more tame than it used to be, searching in my memories, i ran into something that does not happen to me anymore , how a cougar and a bear were hunting my character :
http://www.bay12forums.com/smf/index.php?topic=121194.8175

Swamps were indeed a place of hilarity, i remember some years ago when going into a trip near rivers was some insane idea :
http://www.bay12forums.com/smf/index.php?topic=121194.msg4626828#msg4626828

And good old days when NPC were trying to eat their lighter :D
http://www.bay12forums.com/smf/index.php?topic=121194.msg4625815#msg4625815

I added links on the first post to the 3 previous Cataclysm (one for Whales' original and the 2 CDDA ones that got locked) in case some people want to do some Cata threads archeology

Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 25, 2021, 12:56:34 am
Meanwhile in Arcana, self-PR'd something I'm working on: https://github.com/chaosvolt/cdda-arcana-mod/pull/205 (https://github.com/chaosvolt/cdda-arcana-mod/pull/205)

Quote
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.

Shrike's Talons is meant to be a foil of Via Gladium Et Malleo in many ways, fitting given each is associated with rival factions. Both are balanced towards taking on a group of enemies and work primarily with weapons fitting for the faction using it. Via Gladium Et Malleo is meant to encourage hit-and-run tactics or spreading out stunning attacks to wear down multiple enemies at once, while Shrike's Talons encourages more aggressive gameplay that focuses attacks on one enemy in the group at a time.

Some particular contrasts:


Title: Re: The Cataclysm games thread.
Post by: Stench Guzman on October 05, 2021, 04:40:12 pm
C:DDA will soon be distributed through Steam as well.  It'll be free and will still be distributed in the usual ways.

https://store.steampowered.com/app/1639000/Cataclysm_Dark_Days_Ahead/
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 05, 2021, 06:03:54 pm
Important notes here: https://discourse.cataclysmdda.org/t/steam-dark-days-ahead/26348 (https://discourse.cataclysmdda.org/t/steam-dark-days-ahead/26348)

(https://cdn.discordapp.com/attachments/831347917809909803/894655819700916275/unknown.png)

(https://cdn.discordapp.com/attachments/831347917809909803/895082707833466950/unknown.png)

Thie person is talking about shit like premium tilesets as paid DLC and evidently writing the steam page as if they're the developer. They're also using it as a vehicle to advertise for their other releases, which are all shovelware.

The person doing the steam release of DDA is not associated with the devs and their behavior is extremely fucking scummy. Much as I disagree with Kevin on a lot of things he's clearly trying to give an overt scam artist the benefit of the doubt and suffering for it.

Looks like the person running this scam is just now claiming to give up on their grift, interesting timing:

(https://cdn.discordapp.com/attachments/831347917809909803/895083667662184458/unknown.png)
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 05, 2021, 10:30:44 pm
So, no Steam release.  :P
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 06, 2021, 01:56:59 am
Kinda strange that some rando would come in and release a game he had nothing to do with on steam.
Title: Re: The Cataclysm games thread.
Post by: Sean Mirrsen on October 06, 2021, 03:03:03 am
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

If he just wanted to distribute the game through Steam it'd be fine, I think. Most of the issues are with the language used on the store page, as well as, basically, plans to monetize what is fundamentally a free-for-everyone-forever project.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 06, 2021, 03:22:23 am
That steam thing is the result of the open source license :
https://opensource.org/faq#commercial
Quote


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.

Something to keep in mind when you make a free program and you're hesitating between opening the source or keeping it closed.
There have been many cases like this in the past (not necessarly on steam, but people without any links to developers taking an open source program and selling it for their own benefit only), as i use Blender and Gimp i remember some notorious cases from a few years ago in which some people took those program (as they're open source), changed the name and were selling them.
Title: Re: The Cataclysm games thread.
Post by: Blue_Dwarf on October 06, 2021, 06:18:04 am
The screenshots they used seem to be rather misleading as well.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on October 06, 2021, 08:46:03 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 06, 2021, 08:53:14 pm
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.

...kinda sounds a lot like Steam.  And I'm truly not trying to be snarky about...you know...that thing.  ::)

Uh, anyways the difference is that in those other examples, the actual people developing the game are "in" on it.

Unlike CDDA steam, which is straight up Plagiarism/Copyright Infringement/etc.  Not even the "fun and merry" piratzy.  Nah, this is stone cold Disney theft.
Title: Re: The Cataclysm games thread.
Post by: chaoticag on October 07, 2021, 07:25:44 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on October 11, 2021, 07:23:10 am
Yikes.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 11, 2021, 08:02:26 am
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.

While I originally dismissed this as alarmist, considering that CDDA unpacks tons of folders and files upon install, there is plenty of room in that package to hide other nefarious things.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 14, 2021, 01:21:32 am
Meanwhile in Bright Nights, I've finally started to eyeball some personal pet peeve bugs in how Korg's spellcasting and relic code works, and was able to find two trivial mistakes to fix:
1. Fix for spells being stopped by fences are other obstacles that conventional ranged attacks pass right through. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1042) Bit of a mess at first because the different types of spell attack shapes had like three entirely different ways to check for and parse passable vs. impassible terrain, but I got it working.
2. Fix hit_you_effect relic spells triggering even when you miss, unlike hit_me_effect spells which only trigger when you attack take hits. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1048) Strikes me as another "obviously untested" thing but the code handling is ALSO inconsistent in wacky ways. Both hit-monster and hit-player functions were dumped into the ass end of melee attack function. But while the hit-player effect has a fancy if statement that does fucked-if-I-know-what and somehow makes it so hit-player spells trigger correctly despite being in a bad location in the function, meanwhile for hit-player effects it's just "call this function lol" so of course since it happens AFTER the game handles what occurs when you actually hit an enemy, it was triggering with every attack.

Even when the code fixes are trivial (and that's by my standards, I suck at C++) it feels like I'm sifting through a drunken mess of spaghetti, which to be fair code for a game this old basically is spaghetti. But every time I poke at the relatively newer magic code I start having conniptions.

Still more stuff I oughta tinker with, weh.
Title: Re: The Cataclysm games thread.
Post by: Putnam on November 20, 2021, 05:58:47 pm
Eh, I didn't terribly have much trouble with it (https://github.com/CleverRaven/Cataclysm-DDA/pull/51530) (this diff doesn't include the hour or so I spent trying to find where the hell the message is sent in the first place), but then I'm way more experienced at navigating spaghetti.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on November 20, 2021, 09:57:25 pm
I just stick to JSON tweak PRs. Plenty of stuff to do on that front. I know my spaghetti code wouldn't be accepted by anyone anyways.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 21, 2021, 09:06:33 pm
I'm definitely not good with C++ either to be honest, yeah.

In the meantime, more Arcana stuff to tinker with, and more improvements to BN. Olanti's also eyeballing porting over bridge behavior from DDA, side effect will likely be making z-levels mandatory unless he comes up with a way to mimic the benefits without needing z-levels to be on.

On the other hand, I'm of the opinion that z-levels should've been made mandatory when helicopters got added, because last I checked they flat-out don't work without z-levels enabled. Helicopters as are kinda the unloved stepchild in DDA admittedly, as far as game mechanics go.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 22, 2021, 03:21:52 am
I thought the reason most people didn't use helicopters is because you needed to get the profession with the special trait at character creation, hard to find fuel that runs out quickly, hoping you find one that works which is hard since most spawn broken and you can't repair the parts that matter, and how you can't customize them.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 22, 2021, 12:13:56 pm
All of the above, yeah. Fairly certain all of that has been fixed and/or is being fixed in BN, too.

And when I say unloved stepchild I mean from a development standpoint, they've done rather little sanity-checking and bug-fixing on them in DDA and a few PRs actively messed with the ability to mod them to not suck. Only person who really gave a shit about the feature among the devs was the person who coded the feature, who I recall got "encouragement" from Kevin in the form of "this is unrealistic as hell and will be a feature almost no players will ever see, but we won't stop you from working on it I guess"
Title: Re: The Cataclysm games thread.
Post by: Putnam on November 23, 2021, 01:02:22 am
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.

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?)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on November 23, 2021, 03:55:03 am
I really wish there was a way to keep zombies in labs or in basements from hearing what you're doing while you're still on the surface walking past.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on November 23, 2021, 04:50:55 am
I really hope CBN will not make Z levels mandatory and will keep them optional. Performance is one of the reasons i moved to CBN and unless someone one day find a way to make z-levels being as fast as no z-levels, i'll play without them.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on November 23, 2021, 10:18:20 am
Right now it looks like Olanti's leaning towards trying to rig it so that z-level bridges only generate if z-levels setting is on, and possibly moving it to an external option that can be messed with by mods. Also been some chatter about trying to see if there's some easy ways to make z-levels a bit less performance-heavy, but not sure how easy that'd be.

Still, like I said, z-levels are already functionally essential for certain features so it's kinda weird that DDA neglected to make them mandatory sooner.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on November 23, 2021, 08:08:27 pm
Maybe they can take the bubble theory and limit it to Z-levels one up and down of the player, so not everything needs to be simulated.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on November 25, 2021, 09:34:16 am
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.

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?)
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 01, 2021, 02:40:01 am
Sorry for the double post, but what changes to mutations would you like to see? Recently, I PRed changes to Feline to make it more unique (https://github.com/CleverRaven/Cataclysm-DDA/pull/53121). I am open to making more changes to other lines, and perhaps adding another line or two, but I need ideas. It needs to be different enough from the others mechanically. What would *you* want to see added?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 01, 2021, 05:12:39 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 01, 2021, 06:56:14 am
Deer aren't that much smaller than horses.

Gazelles? I dunno how small they are.

What about Giraffe?

On the other end of the spectrum, what about a Snake mutation?

But good job KittyTac, the Beast-Lupine-Feline similarities are problematic.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 01, 2021, 08:19:34 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 01, 2021, 01:24:32 pm
Snake would probably need the in-progress limb rework which would also allow for tentacles to be represented better.

Could we lose our arms post-threshold please?  I'm gonna need a gun until then...
Title: Re: The Cataclysm games thread.
Post by: Robsoie on December 01, 2021, 02:05:36 pm
For my own fun, i am making a simple mod that try to restore the hilarious level of aggression from mooses and bears from old versions of cataclysm and removed their fear of sound and etc...

So far i have done this

- created a folder named "moose_bear_unleashed"
in myCBNdirectory\data\mods\

- in that "moose_bear_unleashed" folder  i have those 2 files
modinfo.json
Spoiler (click to show/hide)

bear_moose.json
Spoiler (click to show/hide)

If i enable this mod in a world and debug spawn a moose, the thing will immediately want to murder my character , old time nostalgia :D
So it works great and as intended

But now i would like to increase the chances of spawning, as from my memories bears and mooses weren't -that- (i nearly never saw them in current cata) rare to encounter in old Cataclysm.
And i'm puzzled on how to do that, anyone has an idea ?

**** EDIT : finally found how to edit the spawn chances, as from googling cdda (and so cbn) had drastically reduced wildlife spawning at some point.
Additionally wildlife is also cut in the spawning if there are too many zombies as priority is given to monsters apparently. So if you enable "wander spawn" that emulate zombie hordes the number of wildlife animal will be very small , near to nothing.

Anyways, here's then the additional file i would put in my mod folder to get more moose and bears spawning
unleashedgroups.json
Spoiler (click to show/hide)

basically for now i multiplied all the "freq" by 100 (to check if things were actually working, and they work as there's a lot of mooses and bears spawning) , will have to tinker a bit to find  a more reasonnable "freq" to get things back to roughly how it used to be in old cataclysm.
But at least this little mod works now , you can learn to fear moose and bear again (and weaponize them against zombies, or against each other as both animals will murder each other) :)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 01, 2021, 07:17:07 pm
Meanwhile in Bright Nights...finally been nudged to start on some reworking of the obligatory "a hammer, empty light battery, and candle in every single house" issue, as part of a general rework of Erk's weird SUS (no seriously, it is actually referenced to as that) itemgroups: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1158 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1158)

Another recent thing I don't think I mentioned: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1109 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1109)

In a nutshell, we now have a rough idea of what a UPS is actually supposed to be (basically a portable combination power bank and inverter, only sci-fi in being able to work well at high wattages while staying portable), defined the intended civilian niches for it, and thus fit the advanced UPS into military usage.

Combined with defining plutonium cells as more properly distinct from plutonium batteries, this takes DDA's incomplete attempt to displace minireactor cells with ayy lmao nanite batteries and instead implies the two items properly exist in parallel, with different intended niches for the two technologies.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 02, 2021, 02:25:36 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 02, 2021, 01:06:14 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 02, 2021, 01:34:12 pm
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.

Funny, none of my alien friends have cybernetics.  In fact, they were AMAZED that we humans had anything to fix our limbs.  They're also impressed by us having limbs...
Title: Re: The Cataclysm games thread.
Post by: taat on December 03, 2021, 10:50:45 am
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)
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on December 05, 2021, 04:09:23 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 05, 2021, 04:25:54 pm
Given CBMs still have as little reason to use as before all the things pushing them farther back, vanilla mutations are still largely a grabbag of mediorce traits, NPCs are barely worth messing with, and mission chains have gotten basically no major fleshing out in years?

Yeah, they're pushing the late game back all right, but only by padding out early and mid game with more roadblocks, more tedium, more grinding...all for largely the exact same content. There's no reason to even want to reach endgame content without mods like Arcana, Cataclysm++, Aftershock, hell even Magiclysm offers you more to look forward to late-game than vanilla ever does.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on December 05, 2021, 05:03:31 pm
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
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 06, 2021, 03:20:34 am
I wonder when they're gonna just remove everything not realistic and the game turns into a real life simulator?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 06, 2021, 07:22:32 am
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

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.

I wonder when they're gonna just remove everything not realistic and the game turns into a real life simulator?

Nah. Remember, it's only realistic if it hurts the player in some way. Zombies and grimderp "the blob has already one, there is no hope, no point in helping NPC factions because everyone is already doomed" are therefore realistic.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 06, 2021, 09:21:32 am
To be entirely fair it used to be too easy to reach the endgame for a decent player. Now honestly there does need to be more midgame content which I want to work on. Also I use some mods but I don't really like the huge ones so I play what amounts to vanilla with some QOL and more professions. I mean I have a separate Magiclysm world. That's basically it.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on December 06, 2021, 12:41:45 pm
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.

Oh yeah I getcha on that front, I can see and understand entirely. I mainly used Kenan's pack for the smaller mods that I can't find anywhere else in an updated form or mods that just lead to broken download links for years ago -again into the case of not being updated.

For mods like Arcana or basically anything larger than adding a half dozen items or so I do seek out the original :P
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 07, 2021, 03:03:58 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 07, 2021, 05:44:11 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 07, 2021, 12:46:01 pm
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.

Only problem with that is it turns basically any area that calls monstergroups in its JSON into a meme, not just cities. So you'll just be wandering around, seeing more or less normal spawns in the basic terrain, then bam. Giant horde of zeds out in the open because of some map extra or single-tile overmap special.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 08, 2021, 05:36:10 am
You'd be surprised at the size of a hoard that comes from a fire watch tower.

P.S. Having the dinosaur mod on makes everywhere awful because no matter the type they all seem to hate me.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 12, 2021, 08:49:07 am
FINALLY corpses are containers so zombies don't suddenly strip naked when getting back up. Been waiting on this for so long. It does require pockets so BN won't get it but I got used to pockets anyways.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on December 13, 2021, 05:14:44 am
Never noticed that, probably because i have been always using the no revivication mod since several years :D
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 13, 2021, 11:22:12 am
Given BN has the ability to link a dropped backpack to any items dropped with it, it might be possible to extend the feature so that a monster's itemdrops are tied to the corpse, and removed on revival just like picking your backpack back up will hoover up the linked items (obviously minus any items the player decided to pick up).

There's one big flaw here though: monsters get a debuff to armor values on revival to represent their armor being gone, right? Or is it only that they revive with less than full HP? Because if the former is (still?) a thing, then whether a monster should retain its original armor values will now have no sanity-checking for what gear was actually retained vs. what was looted off them.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on December 13, 2021, 11:32:17 am
Or zombies could just get back up wearing whatever's on their tile, with the only "cost" being that the player could then play dress up with zombies which sounds hilarious.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 13, 2021, 11:56:16 am
Nah, that'd be the hacky way to do it, and would break like hell if more than one zombie died on the same tile. Since BN has a way to link items together, it'd logically use that instead.

Side note, I've been working on another Arcana idea that came up. It first came up with these two (https://github.com/chaosvolt/cdda-arcana-mod/pull/214) PRs (https://github.com/chaosvolt/cdda-arcana-mod/pull/215), which I shot down due to various flaws in the implementation. The biggest one was the suggestion of adding feral, fire-wielding arcanists as a fairly common day-one spawn into GROUP_ZOMBIE, which was a hard veto because that's actively worse than the awful day-one spawns Magiclysm spams like crazy.

So I've been gradually working on my own implementation here: https://github.com/chaosvolt/cdda-arcana-mod/pull/216 (https://github.com/chaosvolt/cdda-arcana-mod/pull/216)

Main difference is they're going to be later-game spawns that filter into specific locations. I'm not at the "adding monstergroup entries" step yet since I'm first working on making the monsters themselves, but I intend for ruined shrines to be the main location they'll show up at.

It'll also be more variety than just a guy with a fire weapon. The non-faction feral will lean more towards being a summoner specifically, while the faction ones will have representatives of each major faction and lean towards more or less different roles, with the blood mage one being the one that lights you on fire. Still have some ideas for adding variety to their abilities though. The blood mage having a chance of using their wyrmskin armor instead of their hellfire staff is one example, the keeper variant might have some other spell or ability, someone elsewhere suggested testing out if an alchemy-type ability works for the non-faction one, etc.

Dunno what else I'll do with the mage hunter version though. Being able to use its gilded aegis for a self-heal won't work because no way to force it to only use that ability when injured, instead of purely at random. Likewise, nothing really suits it being able to use its mask for anything, since you can't have monsters able to see through walls or be immune to blinding...

It's also being worked on for both versions, not just DDA. Vanilla BN doesn't have feral humans (and blob psychosis seems to be in a liminal state as far as whether it's still canon), but feral arcanists can be crazy for a much wider range of reasons. :D
Title: Re: The Cataclysm games thread.
Post by: Putnam on December 19, 2021, 08:18:48 am
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.

y'all know that the changes make cybernetics easier to get in the early game, not harder, yes? it's harder to raid a lab early on than to walk into the friendly NPC camp
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 19, 2021, 12:17:55 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 20, 2021, 07:44:27 am
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on December 20, 2021, 01:57:14 pm
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" ?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 20, 2021, 05:07:38 pm
Hm, is that something in-game, or slang for the devs of BN?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 20, 2021, 08:03:55 pm
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.
Title: Re: The Cataclysm games thread.
Post by: BigD145 on December 20, 2021, 09:34:23 pm
Kimda sounds like someone was into yugioh.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 20, 2021, 10:25:12 pm
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.
Humans didn't even quite invent them originally in the old lore, they were based on mi-go technology.
Title: Re: The Cataclysm games thread.
Post by: Putnam on December 21, 2021, 09:11:38 am
Kimda sounds like someone was into yugioh.

it's just based on "exodus"
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 22, 2021, 01:51:54 am
Does that mean those Exodii guys will start yelling at us about the heart of the cards?
Title: Re: The Cataclysm games thread.
Post by: BigD145 on December 22, 2021, 04:47:49 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 22, 2021, 04:59:08 am
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.
Especially in the Art of Gambling.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 26, 2021, 11:05:21 pm
Meanwhile in BN...
1. Easy tweak to vehicle-mounted heaters, making them occupy a less vital spot. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1202) Because 7.5 liters of space heater taking up a full tile like a minifridge or welding rig is a bit odd, especially since it doesn't actually block moving into the tile.
2. That led to the obvious idea of allowing you to install grid-furniture heaters (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1204), to warm a room up with your base's power. Oughta tinker with maybe air conditioning too as a followup.
3. Making autoclaves use a sane amount of power for once. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1205) Downside is uses storage batteries instead of heavy batteries, upside is all valid batteries can actually hold enough power to function, unlike current status quo. Still entails a decrease in power draw too.
4. And three quickfixes. Work to let Mycus characters use bandages from the eat menu (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1207) in addition to the activate menu, fixing an old recipe for shaving leather patches (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1208) that got overridden, and fix cocaine accidentally being set to need smoking tools (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1209) like crack.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 27, 2021, 01:47:19 am
At least one version of Cataclysm is fixing stuff rather than making more bugs.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 27, 2021, 01:56:51 am
At least one version of Cataclysm is fixing stuff rather than making more bugs.

One of these days I need to finish the ammo rebalance project, weh.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 28, 2021, 03:20:40 am
Thinking of making a TTRPG system based on Cataclysm. I'll make it detailed but of course simplified compared to either game (food is more abstracted for example). It's going to be flexible enough to allow either setting, but I know the newer DDA one better. But for now I am thinking about the mechanics first. I want it to capture the "feel" without being a bookkeeping nightmare.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on December 28, 2021, 10:39:12 pm
You should automate certain things if tools are available. For example, if cooking tools and water are available, then the player shouldn't have to worry about water.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on December 29, 2021, 03:34:42 am
I think you could run a cataclysm based game with out that much effort, I mean you don't have to emulate the game completely you could skip things that aren't that important or at least simplify them to make it easier on you and to reduce book keeping.
Title: Re: The Cataclysm games thread.
Post by: heydude6 on December 29, 2021, 01:03:17 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on December 29, 2021, 01:30:56 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 29, 2021, 11:12:26 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on December 29, 2021, 11:26:24 pm
That's good to hear, because some people are.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on December 30, 2021, 03:16:32 pm
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.

very much agreed, though this will not be read or understood by those who need to hear it the most. I like the point about insane detail. It captures the limitless posibilities of a tabletop RPG - to an extent.

You know one of the first things new TTRPG players do is destroy something they shouldn't. Most games, there is a limit to the destruction, but in the Cataclysm sandbox you can literally pick apart entire buildings into constituent parts, in order to craft or build something new. AMAZING and no other game quite reaches this level.

but like many crafting survival games these days - there is literally no point beyond RP. The game has these optimum routes through tedious early game mechanics that are all but necessary to follow, with the only drama involved being that of the "missing the one item I need to progress" variety which is not to taste. I acknowledge there is a certain joy to the first steps here, but it all feels a bit pointless on the second and third go-around without something else driving you.
Spoiler (click to show/hide)

The progress made on the settlement or colony features was really in the right direction. More depth to the NPC characters would give more reason to play in alternate styles, and add a certain roguelike diceroll encounter that could make things more interesting. give us a reason to survive the apocalypse, make friends... mere survival is so passé
Title: Re: The Cataclysm games thread.
Post by: MCreeper on December 30, 2021, 09:32:12 pm
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.
(https://i.imgur.com/FqNV8zR.jpg)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 30, 2021, 10:40:53 pm
Serving size is pretty wacky sometimes yeah, and BN inherited most of the calorie and nutrition overhauls that Korg (read: the guy who wrote nested containers and the stomach/weightgain mechanics) did. Coolthulhu reverted most of the stomach nonsense that made it into BN but calories may still be fucky due to that.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 30, 2021, 11:11:07 pm
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.
(https://i.imgur.com/FqNV8zR.jpg)
Is that canned food with a spoilage time? Huh?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 30, 2021, 11:16:47 pm
The glass jar is unsealed (already opened) so it being vulnerable to spoilage would be expected.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 30, 2021, 11:53:24 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 31, 2021, 01:13:05 am
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.

How much that menu decides is a "season" or "year" depends on that world's season length, which can be set to anywhere from 14 days to 120 days if I recall. The default value is 91 days in DDA, while BN uses 14 days, which is what was the default value in the very old days of DDA.

The spoils_in value of the item SHOULD be the same in both versions because I don't recall any changes that would affect that. So the cause is most likely your current save having much shorter season length than what was the norm in DDA, ergo an item that spoils in (for example) 28 days will be labeled as lasting 2 seasons in that world, when in a 91-day-season world it'd be referred to as less than a season.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 31, 2021, 03:00:48 am
In the meantime, I did some recent testing of the DDA version of Arcana, and hashed out my findings. I posted the details over on their subreddit here (https://www.reddit.com/r/cataclysmdda/comments/rsn230/psa_couple_recent_bugs_affect_dialogue_and/), but the overview of it is:
Title: Re: The Cataclysm games thread.
Post by: Putnam on December 31, 2021, 02:05:38 pm
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

i would post all the bugfixes from the last few days on DDA but that would be spammy so instead i'll just link the tag search (https://github.com/CleverRaven/Cataclysm-DDA/pulls?q=is%3Apr+is%3Aclosed+label%3A%3CBugfix%3E)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 31, 2021, 03:12:45 pm
People already get enough shit from the devs whenever anyone raises a grumble about any of their endless examples of failing to do the bare-minimum of playtesting. One thing that a lot of people seem to fail to grasp is that there's an underlying root problem here, and citing "look at how many bugs are being fixed" is one example of that.

Hell, literally the last post I made contains and example of an error message that should have been trivial to verify. and comes up in vanilla contexts where stuff behaving oddly is not expected, but no one figured out the underlying issue on their own, at least in the actual project's community. Maleclypse was kind enough to report the two actual problems as these (https://github.com/CleverRaven/Cataclysm-DDA/issues/53928) two (https://github.com/CleverRaven/Cataclysm-DDA/issues/53929) issues, but that was after discussion of findings on Kenan's modder server that he was privy to. Maleclypse was thus in a position to be able relay what others found, but he shouldn't have to be the one stuck with that. It's not his bug, so is it fair to him that he ends up being the one who ends up being the first person to get the ball rolling on the fix?

The long-running theme in Cataclysm's development has been one of cultivating an attitude of "break now, fix later" and that is exactly why there are so many problems that need to be fixed. Because "fix later" tends to get passed off to other people, meaning at best it gets passed on to people who are less familiar with the relevant code and JSON, at worst it stays broken. Hell, about 90% of stuff we have to do over in Bright Nights has been "fixing weird shit that DDA broke in some way and never bothered to fix" and the like.



Now don't get me wrong here, it is reasonable to acknowledge that it's just physically not possible for the people working on a PR to spot every flaw and problem that might come up. The phrase "There's no such thing as too much playtesting" is a literal truth, you can't obtain it. But, it's still good practice to try to double-check your work, ask for assistance with confirming potential problems whenever needed, listen to feedback if someone finds a problem, and prioritize the order of actions that's the least disruptive to getting your code functional.

It's something everyone struggles to uphold, but the complaints ultimately start because the community has come to believe that DDA's devs have actively encouraged a degree of personal responsibility for their code, even among themselves, that is below an acceptable standard. And the ever-expanding list of bugs is indicative of that.

The reason you want to try and get it right, as much as possible, the first time isn't simply because it's a nice thing to do for the sake of other people's time. Whenever this sort of thing happens, no matter the project, haste makes waste. You neglect a basic test, then more time gets wasted in the process

Even if you don't give a shit that saving 5 minutes of your time might go on to cost multiple people an hour or more of their time, that still means more man-hours are spent in a way that can turn a hundred PRs, a few hundred cases of "eh I can let someone else handle this," into hundreds of issues that eat up thousands upon thousands of hours of time for everyone involved. And every person who wants to actually contribute to the project, who also adds to that problem, suffers for it.



And I don't even care about the drama, the salt, the shitposting various devs, contributors, and players made, the arguments, whatever. The biggest problem is that people brush that off as just one problem among many that the community as a whole has, or worse (especially if they're a dev who would perceive it as laying blame at their feet, as if it wasn't a systemic problem that can neither be caused nor fixed by one single person) dismiss it as nonsense, or refuse to make the barest minimum of acknowledgement that it's something that'd ideally be avoided.

I've seen devs basically go "well it's my time, why should I give a fuck" which misses the whole-ass point I'm making here. Yes, it IS your time. It's your time being wasted in amounts so much greater than the time that was saved initially, because you're not even remotely the only person doing it without thinking. It's not something you can just clamp down on and purge from a project, nor should it be seen as a herculean task that needs a fundamental shift in attitude to correct. It's just "remember it's a potential problem, acknowledge perfection is unobtainable, but just do what little extra you can and encourage others to think ahead in the same manner"
Title: Re: The Cataclysm games thread.
Post by: Putnam on December 31, 2021, 08:16:39 pm
I mean, my problem with all that is that I'm someone who kinda just immediately fixes things that annoy me or that I notice are a problem (https://github.com/CleverRaven/Cataclysm-DDA/pulls?q=is%3Apr+author%3APutnam3145), but only if the problem actually annoys me sufficiently. That last bit is kinda important and not unlikely to be the cause of a lot of these things, and a natural conclusion of people working for no money on an open-source game.

I know I'm not really one of "the devs", cause my contributions are minimal, even if they've improved performance by something like ~10-20% over the last few months (the issues I fixed I tested in a city but they're way more extreme in labs), but, like... in general, when it comes to these problems, all I can think is "If someone were to pay me, I could surely fix a lot of these bugs, but nobody's paying me, and the game is playable the way I play it without fixing them".

Like. My motivation for making the changes I did were:

1. I profiled the game to see if there were low-hanging fruit for optimization, and fixed those low-hanging fruit, caused by a misunderstanding of the particulars of C++ by some dev somewhere in an obscure part of the code that just happens to be called a lot by coincidence
2. Because I kinda love doing optimization, I profiled again after fixing those and found another egregious problem, caused by a misunderstanding of the particulars of C++ by some dev somewhere in an obscure part of the code that is called a lot on purpose
3. I was mildly annoyed by magiclysm spamming while learning spells from books and figured it'd be an easy fix (less easy than expected, took me about 3 hours, but hey)

The one thing tying all these together is that it was doing the kind of programming I specifically enjoy and fixing parts that were catching my attention. Open source games in general work this way, and open source games in general tend to have this sort of problem.

Hell, using myself as an example of how this is not atypical but is definitely bad: I ported bluespace pipes to Citadel station (repository contains NSFW in various nooks) in March (https://github.com/Citadel-Station-13/Citadel-Station-13/pull/14546). I knew them to be broken since an issue was opened that said they were (https://github.com/Citadel-Station-13/Citadel-Station-13/issues/14744), and I quickly looked at how they were broken, felt a bit confused as to what was happening, and forgot about it until two weeks ago (https://github.com/Citadel-Station-13/Citadel-Station-13/pull/15437), in what turned out to be a one-line fix. This happened because the interest in them was low, at least partially because they were completely broken and I had forgotten I added them. Problems like these are extremely common in open-source games, and I kinda suspect Bright Nights is only avoiding them as of now because of how passionate the people over there are.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on December 31, 2021, 08:38:50 pm
That's the thing. The root cause isn't "you should have to be fixing other people's bugs" or anything like that. It's more "the person working on a new feature or addition would save themselves and everyone else a lot of hassle if they did the most basic degree of testing what they add, the first time"
Title: Re: The Cataclysm games thread.
Post by: KittyTac on December 31, 2021, 11:55:50 pm
TBH even though my additions were small (mostly mutation stuff and fixes to oversights) I always playtest everything to see if it's WAD. It's less of a dev problem and more of a general culture problem.

Playtest your changes dammit, for 5 minutes you can save whatever poor contributor comes after you two hours. That's what debug mode is for.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 01, 2022, 05:42:26 am
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
Just gonna say that I play DDA and not Bright Nights.
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 10, 2022, 06:50:30 am
sorry, basic question:

is possible to use a washing machine? i don't find any mode to interact with the machine.....
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 10, 2022, 11:29:49 am
sorry, basic question:

is possible to use a washing machine? i don't find any mode to interact with the machine.....

Furniture, no. Vehicle part, yes.
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 10, 2022, 02:33:10 pm
Thk
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 10, 2022, 04:09:05 pm
In the meantime, been doing a few things in BN lately. Recently had the rework to fridge contents (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1170) merged, meaning fridges will now have less food overall but a better variety of items in then. One idea that came up that I should do as a follow-up would be to make it so more produce spawns (like in grocery stores) spawn bundles of produce instead of scattered smatterings of fruit and veg. So for example 4 apples and 3 potatoes instead of an apple, a potato, a pear, a banana, onion, etc.

Another major thing that got merged was finally fixing autoclave items to actually work right. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1205). The total power draw has been reduced a bit, and the types of batteries it can use have been changed. The goal was to push things together from both ends so that it doesn't use more power than its batteries can hold. Before it used 8200 power, and out of all the batteries it could use only the vanishingly rare heavy atomic batteries every actually had enough power to make it work. Now it needs 5500 power and uses most types of storage battery instead of heavy batteries, so the lowest-capacity battery (the one with 7000 power) can actually run it.

If we ever get my suggested feature for making it so a furniture's examine action can be made to optionally require power, then we can skip all this nonsense and just give the player the option to hook them up to their electric grid.

As for some useful recent PRs I've got that are still open:
1. I have a PR up that'll make it so a vehicle part can optionally be told to ignore how heavy the part is (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1243) and thus skip the lifting requirement. This is being applied primarily to swappable storage batteries used by electric cars, because the ability to quick-swap batteries is basically fucking useless in practice due to still needing lifting requirement. A lil change to how storage battery cases are flavored, in turn enabling a slight bit more complexity to the recipe to balance how much easier it can make electrical vehicle setups, and it all fits into place.
2. More use of the ELECTRIC_GRID flag in a lot of overmap specials. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1244) One problem we're still having with the electric grid system is that wiring up two different mapgen tiles is a bit hard to hint to the player that it's something you can do, so making more of the locations that a player might build a static base in come with grid connections already will make things a bit easier on the player.
3. Finally decided to port over a variety of slight tweaks from my MST Extra mod. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1245) A good chunk of it is in making some more rock-like items count as sling and staff sling ammo, but there's also birchbark fletching, fixing birch trees being the only ones that don't grow back after harvesting, and porting over my recipe for the stone spear. It should be less trivial and more realismic than the old recipe that DDA obsoleted ages ago, while being less of an unnecessary pain in the ass compared to DDA's current take on the stone spear recipe. Imagine making a weapon you'll only ever use in the early game take level 6 fabrication.

And finally, some recent mod updates I did. First, Arcana stuff:
1. I finally looked into riverside dwellings after someone remarked that one of the vanilla variants is basically the sort of innawoods church that you'd fully expect to be a Cleansing Flame sanctum. So I took two variants that looked interesting, and made arcanist versions of them. (https://github.com/chaosvolt/cdda-arcana-mod/commit/0248f157b0645258ed620ddc3fb6350a3aab26c5) One's the aforementioned church style that fit the Cleansing Flame, the other's some kinda serial killer fuccboi shack that fit as fodder for a Sanguine Order variation.
2. Critsy Bear discovered some fun exploits in his BN playthrough as Numerius, in particular abusing stamina recovery effects with Magic Signs. While I nerfed the specific source of stamina recovery he used a while back, I've more recently committed some changes to make the Magic Sign Exertion side effect matter more. (https://github.com/chaosvolt/cdda-arcana-mod/commit/9fbff9991edb9aa18a4850012bcefcbaf334fe3a) Before, if you emptied out a default 10000-unit stamina bar, the secondary fatigue cost would be drawn out over well over 2 and a half hours, meaning you could easily spam spells by waiting for your stamina to recover and get hit with a ton of fatigue cost, but it'd hit you so slowly you might never even notice or realize that's why you seem to be getting tired more. Now it hits you way faster. It's not instant, but it's plenty fast enough to make the side effect actually matter. Related changes include updating citrine incense to favor restoring stamina over fatigue, to dole it out instantly instead of over 15 minutes, and to dole out a total amount of energy more consistent with how you don't use a lot of essence to make the potions it's made from. Finally, that same commit also tweaked the recipes for crafting stuff into essence with the chalice, shuffling things around enough to justify the higher-tier recipe giving 10 essence instead of 5. Main benefit of that is it lets you use crystallized essence as an ingredient, making it less hassle to convert crystalized essence back into essence.
3. Some mapgen fixes and updates for a few locations. (https://github.com/chaosvolt/cdda-arcana-mod/commit/5c60c44b5857a086dfaaf332c9263ee1e265e5ad) A couple arcanist basement variants changed to make them less like plain big single-room boxes, and the weird middle hallway in the hermit's house has been axed in favor of some tweaks to make the first floor more normal-looking. Most useful was fixing up some faction ownership stuff in the rural church, so that when the great hall is added the dorms and kitchen don't get their contents marked as owned, only the shopkeeper's stuff. This gives the player free run of the building, useful since it's right there by the entrance.


And finally, here's a couple Cataclysm++ ideas I sent Noctifer's way recently:
1. The big one was adding a new martial art. (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/337) This one focuses on strong mutants and cyborgs, encouraging the use of the big heavy weapons that are normally ignored by the metagame for their piss-poor accuracy and DPS. It leans toward a lot of strength-scaling effects as well as movecost and accuracy buffs that help offset the drawbacks of its prefered weapons. In many respects it's a deliberate foil of how Survivor Combatives is currently balanced, i.e. a strength-scaling all-offense style for experienced inhuman survivors vs. an intelligence-scaling, highly survival/defense focused style geared towards more well-rounded survivors.
2. Aside from a few follow-up tweaks to fix things found here and there, the next big related addition was adding the makeshift greatsword item. (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/343) The main goal here was adding a big, heavy sword-like weapon that fits the martial art style added previously, as none of the weapons added by Cata++ were really suited for the style. It also fills a useful niche as a way to get a decent sword-type weapon without needing a full forging setup, being even simpler than BN's non-garbage interpretation of the hand-forged sword I added a while back (basically DDA's implementation but balanced to actually be ever worth using). The new item thus hits hard and pairs well with Post-Human Combatives, but it's still inferior in terms of DPS than any sword-like weapon that requires forging (while still being superior to the extra-makeshift 2-by-sword weapon family).
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 10, 2022, 04:28:20 pm
...couldn't really be called a sword, it was more like a giant, jagged chunk of iron...
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 10, 2022, 04:55:58 pm
...couldn't really be called a sword, it was more like a giant, jagged chunk of iron...

Yesss. Either that vibe or New Vegas bumper swords.

Though the item is made using a vehicle frame technically, so bumper sword wouldn't be entirely fitting. Idea was that'd be the most logical, readily available post-apoc source of a good, long piece of half-decent steel. Seemed like the best option for a survivor to use as a source of material that could hypothetically be converted into a sword-like weapon without needing forging or welding, based off how ladder frames tend to be.

That reminds me, one of these days it'd be tempting to bring back leaf springs, or some other way to get the vanilla blade item with nothing more than a wrench and/or hacksaw. Right now blades are fairly hard to get ahold of, with it often being easier to salvage from from broadswords/machetes than it is it find and strip a lawnmower, which effectively makes the makeshift machete a moot point.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 11, 2022, 11:36:17 am
I should keep making Ultica sprites, some mutations don't have them currently, as well as a bunch of wielded containers and the mining helmet.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 13, 2022, 11:34:16 pm
Couple smol things to add lately:
1. A while back it was suggested to have monster harvest in BN set it so harvested CBMs would be non-sterile, but no longer filthy and faulty. Hashed out a PR to make bionics harvested from NPCs behave the same way. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1258) Getting regular CBMs to no longer have filthiness and faults was the easy part, but power storage CBMs were handled differently, spawning with no flags (which in game terms means sterile and ready to install). Thanks to some code help we managed to get the latter working too, so now power storage from NPCs will be non-sterile and need packing to sterilize.
2. During a recent playthrough, I realized I could fuck myself over via the "lost power capacity" installation complication, as it could go into the negatives. Worse, saving while in that state is a Bad Idea. Fixing that turned out to be surprisingly trivial if/else work. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1263) Just tell it to zero out the power if the result would otherwise be negative. Along the way I realized that losing power storage was not the normal complication, but meant to be a fallback for if you have all the available faulty CBMs. Simple enough matter to fix that, turns out part of the code got a flag name wrong. And one final addition, if you DO have every last faulty bionic in the game, AND you have zero power storage, you no longer get away scot-free but instead have the failure downgraded to the second-worst complication (which just damages you).
Title: Re: The Cataclysm games thread.
Post by: Sharp on January 15, 2022, 05:23:01 pm
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?

Edit: Also realised I'm a dumbass. I thought I made my character obese by using scales but I was weighing myself with all my gear, hope the intermittent fasting hasn't give my character any problems.

Another Edit: Is zombies smashing vehicles bugged? I've lured a bunch of zombies into a hippie van and they aren't smashing the shit out of it. Doors, bushes, windows, walls and fences still seem to be getting smashed, just not vehicles.
Title: Re: The Cataclysm games thread.
Post by: duckman on January 15, 2022, 09:36:32 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 15, 2022, 11:09:41 pm
It's not indestructible, just takes a while to break. Unarmored quarterpanels and boards can 100% be broken. And yes, BN has no vitamins.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 16, 2022, 12:18:13 am
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?

Korg's janky weight gain mechanics aren't in it, nah. Remnants of the code are in it (hence why the scale still even exists) but your BMI is fixed to what would be healthy for your chosen weight and age. Vitamins also still haven't been given effects yet. Firestorm dabbled in finally adding a proper take to them but closed the attempt because it's hard to balance the effects to actually matter without them being unrealistically annoying.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 16, 2022, 12:40:30 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 16, 2022, 02:47:36 am
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.

Eh, smashing "5" on the number pad for a half hour does get boring.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 16, 2022, 03:24:02 am
I only go 40 km/h maximum unless I know the road is clear. At least there's autodrive, it was recently made smarter but it goes slow.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 16, 2022, 04:16:58 am
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.

Also can autodrive go over bridges now or have they not fixed that yet?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 16, 2022, 04:19:26 am
Auto-anything in Cataclysm is basically Auto-RIPscreen.
Title: Re: The Cataclysm games thread.
Post by: Sharp on January 16, 2022, 04:58:09 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 16, 2022, 05:56:08 am
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.

Also can autodrive go over bridges now or have they not fixed that yet?
Yes it can now. And it no longer acts like a drunk driver.
Title: Re: The Cataclysm games thread.
Post by: duckman on January 16, 2022, 10:20:19 pm
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.
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.

Edit: Oops, quoted the wrong post.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 17, 2022, 02:09:14 am
Meanwhile in Arcana, two recent ideas were suggested to me:
1. Some way to make gunpowder using alchemy. Looking into it, I feel like the best way to do that would be a recipe for making a decent amount of gunpowder from non-standard materials, using the same basic set of components and tools used for the alchemy recipes to make silver and gold. So that means you need red potion plus the very basics of a metalworking setup. Since blackpowder is in comparison easy to make but uses materials that can be a pain in the ass to get ahold of (and are effectively loot-only), using a more advanced yet still accessible toolset plus something that's rare but craftable with effort seems like a good side method.
2. Grenade-type explosives keep coming up as a suggestion. The obvious idea that came to mind was elemental themed weapons making use of the talisman items you can learn to make. Key ideas that come to mind include optionally arming them on ranged impact, and elemental damage types in the BN version since fragmentation can be set to use exotic damage types in BN.

Did some testing as a part of once again trying to translate the weird old power stat of explosives into the damage method used in BN. DDA has...well, let's say the kinda shit I run into every time I test DDA for longer than a minute:

(https://cdn.discordapp.com/attachments/556676171794874395/932498685709918278/unknown.png)

(https://cdn.discordapp.com/attachments/556676171794874395/932500898930909225/unknown.png)
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 17, 2022, 12:43:59 pm
how i can tame cow?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 17, 2022, 02:43:42 pm
how i can tame cow?

Should be by making of obtaining cattle fodder, getting next to them, using a to apply it at them.
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 17, 2022, 03:53:02 pm
Thk
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 17, 2022, 11:55:01 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 18, 2022, 02:45:44 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 18, 2022, 03:48:45 am
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.
That's strange, I regularly throw grenades and that never happened to me. They always exploded after the message. Might be fixed in experimental.

I thought you wielded the unlit dynamite and put the lit grenade in your inventory automatically which then exploded.
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 18, 2022, 09:58:25 am
Cow now is friendly with me… how I can take the milk?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 18, 2022, 11:52:36 am
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.
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 18, 2022, 01:09:16 pm
Umh.. “e” don’t give me nothing… I have plastic bottle
Title: Re: The Cataclysm games thread.
Post by: teoleo on January 18, 2022, 01:37:20 pm
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"??
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 18, 2022, 05:34:41 pm
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 bottle
I think you need a bucket.  Plastic bottle...might take more skill than your lowly city survivor has.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 18, 2022, 11:56:41 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 19, 2022, 12:41:30 am
I clearly need to look into the portal storm stuff and see if I can add any arcana interactions with it, but weh. Hard to get time and energy to mess with most ideas.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 19, 2022, 02:55:52 am
Instead however, to post a smol thing I managed to find the mood to work on instead, a WIP couple of ideas for Arcana.

Self-PRing to tinker with this intermittently, since I'd like to do a bit more testing with this and work on mod_tileset sprites too: https://github.com/chaosvolt/cdda-arcana-mod/pull/225 (https://github.com/chaosvolt/cdda-arcana-mod/pull/225)

* Added alchemical recipe for black gunpowder. Uses the same basic toolset as transmuting base metal into silver or gold, including use of red potion as a component. Other components include salt, wood ash, sand, and a flame talisman. Basically makes it a sidegrade to the standard vanilla way to make blackpowder. You have super easy toolset but materials that are mostly purely luck to get ahold of, vs. more investment in a basic forge and alchemy setup to be able to produce gunpowder via an alternative material setup.
* Added elemental blast canisters. Basically grenade-like weapons using one of the elemental talisman items. Each one has fairly constrained blast radius but focuses on elemental damage (for the BN version, DDA version is stuck using regular vanilla janky explosive power). Damage is based not only on the implied energy content of the talisman used, but on an additional essence added to the recipe. Other components include things you'd expect to be relevant to making what would be a primitive incendiary weapon if not for the arcane addition.

Todo:
* Test that estimated conversation rate between BN elemental shrapnel and DDA explosion power generates close enough to comparable results.
* Make sure blast radius is same for DDA version.
* Add mod_tileset sprites.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 30, 2022, 09:53:56 am
The challenge: Recreate the below experience.
Some had more fun during history's deadliest conflict than others.

"Koivunen was assigned to a ski patrol on 20 April 1944, along with several other men. Three days into their mission, on March 18th, the group was attacked and surrounded by Soviet forces, from which they managed to escape. Koivunen became fatigued after skiing for a long dista...
Used a duck ton of meth and tripped out while dodging the Russians. His unit found him like 21 days later huddled in an abandoned German base
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 31, 2022, 03:36:36 pm
Another mod update, this one being something I chucked Noct's way: https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/351 (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/351)

In a nutshell it shifts a lot of the mutations given to the bio-weapon professions towards custom mutations, partly to make it so they don't drive mandatory trait points as high as they normally do. Some notable effects:


I've also standardized the idea of Psychopath, Night Vision, and a sidegrade to Pain Recovery all being standard to every bio-weapon profession, and to the NPCs.

Failed bio-weapons and the two bio-weapon NPCs also got to make better use of the special traits added.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 03, 2022, 07:22:25 pm
Randomly spotted this rather awesome stuff :
https://old.reddit.com/r/cataclysmdda/comments/sgocqv/step_by_step_guide_to_make_flaming_eyes_useful/

It reminds me of all those threads about weaponizing anything in Dwarf Fortress :D

Title: Re: The Cataclysm games thread.
Post by: Glloyd on February 07, 2022, 02:58:38 pm
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.

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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 08, 2022, 12:54:33 am
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.

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.
1. Overmap worldgen is lacking, yeah. Always has been.
2. Select the item with the pocket, press v, lower the priority. That's how you prevent items from going places you don't want.
Title: Re: The Cataclysm games thread.
Post by: Glloyd on February 08, 2022, 02:34:28 am
Thanks for the tip. The UI is still clunky as hell (i.e. moving items between pockets shouldn't be as convoluted as it is) but that definitely helps.

Regarding worldgen, that's my point though, it's always been lacking, so it's disappointing to see it still lacking after so long. It's ugly and nonsensical, and always has been, which is a shame because the local maps have come soooo far since the old days when everything was a square with junk all over the floor. So I was less commenting on how bad it is, which is self-evident, and more wondering if there had been any movement in that direction from DDA or any of the branches, which I've never touched.

Also has there ever been any talk about adding highways back in? I always liked those back when vehicles were first added, and with vehicles able to pass between Zs, you could have actual overpasses now.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 08, 2022, 02:58:15 am
Unfortunately there seems to be no current development in that direction in either DDA or BN. Maybe eventually.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 08, 2022, 08:46:11 am
The overland development...is doomed.

Seriously, nobody even wanted to fix the Desert landscape, which I thought was AWESOME, yet now only works marginally.

The reason appears to be that overlap stuff is HARD.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 08, 2022, 01:09:37 pm
Noticed on reddit someone linked to the CBN work-in-progress design documents :
https://github.com/cataclysmbnteam/Cataclysm-BN/wiki/Design-document
Should help people to understand the difference in design between CDDA and CBN
Title: Re: The Cataclysm games thread.
Post by: Glloyd on February 08, 2022, 02:54:54 pm
Unfortunately there seems to be no current development in that direction in either DDA or BN. Maybe eventually.

That's sad to hear, it's always been a sore spot for me with Cata. Fingers crossed we see some actual movement in that direction. This PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/51771l) seems like it could be a starting point for work on making a more realistic overmap, but who knows.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 09, 2022, 03:43:16 am
Speaking of highways I don't really remember them being more that just one random segment that random;y showed up from time to time, I wonder if they'll ever actually make proper highways.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 09, 2022, 07:58:42 am
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?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on February 09, 2022, 09:20:00 am
Looks like you're surrounded! Buy more ammo from CataMart? Just 0.1$ per bullet, payments only in Ethereum!
Title: Re: The Cataclysm games thread.
Post by: zaimoni on February 09, 2022, 10:16:18 am
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.)
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on February 09, 2022, 11:57:44 am
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?

wait what

I demand links :P

This is the kinda thing I just have to see bc my google searches aren't doing anything to find it.
Title: Re: The Cataclysm games thread.
Post by: Glloyd on February 09, 2022, 12:44:56 pm
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.)

Yeah, I was thinking about Whales Cata when talking about highways. It's good that an overmap overhaul is at least somewhat planned.

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?

This is horrifying, and I'm sure all of us want you to dish on this.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 10, 2022, 12:31:11 pm
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 10, 2022, 12:57:25 pm
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
Title: Re: The Cataclysm games thread.
Post by: heydude6 on February 10, 2022, 01:15:05 pm
What's amazing is how the first guy made himself sound knowledgeable without actually knowing shit. NFTs by design require an internet connection which cataclysm has no functionality for. The second is that Kevin does not have the authority to make a thing like that happen even if he wanted to. The best he could do is code the NFT API himself and accept his own pull request, but people would just fork the repository in response and jump ship. No one in the world would contribute to a game for free while Kevin made money off of them. He would have to become a solo-dev or form his own company with paid employees which the email seems to assume he's already doing.

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

Doesn't crack down hard enough in my opinion. I also noticed a few inaccuracies.

For example, the feature described below is actually surprisingly easy to to circumvent:
Quote from: The article
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on February 10, 2022, 01:46:07 pm
Really shows how little nftbros understand their own scam when they propose just "adding nft" without any explanation of how that works or what it adds.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 10, 2022, 01:47:34 pm
They're probably thinking "micro transaction" when they make those silly nft requests.
Title: Re: The Cataclysm games thread.
Post by: Sharp on February 10, 2022, 07:15:27 pm
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.

Working my way through it, but is really good!

Was having it on the side while doing more Cataclysm so not offtopic either :P

Speaking of Cataclysm-BN  though the NPC reading book activity doesn't seem to be working too great, the NPC only gets skill if you see them reading. Working my way to making a camp though which I think will make NPCs more useful by abstracting their work instead of the NPCs actually doing stuff directly.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on February 11, 2022, 04:01:59 am
Talking to an NFTbro is like talking to a cult member. And now they're trying to ruin free open-source games with their bullshit. Christ.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 11, 2022, 10:23:11 am
Some months ago the Stalker 2 devs mentionned that they were going to include nft, whatever it was.
They had to back-pedal after their community outrage.   

the game company ubi soft even launched their own nft-filled platform : https://quartz.ubisoft.com/welcome/

Looks like that nft thing is really trying to find its way everywhere in gaming.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 12, 2022, 06:30:51 pm
Meanwhile in BN...well. See conversation in this PR for the full thing. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1298)

Spoiler (click to show/hide)

In short, an attempt to hassle a PR over attribution issues was made, quickly backpedaled from "do it one of these two specified ways or don't do it at all" into "the way you mentioned is fine too" after it was pointed out that pushing the original argument would've got both DDA and BN in legal trouble if there was a basis for the original argument. Because the exact thing had been done with multiple PRs porting from BN to DDA.

The initial PR didn't have links to every relevant DDA PR in its OP but that got fixed after the situation was properly clarified, but key point here is that just linking to the source PRs wasn't listed as an option at first, and the initial response to saying "we can't do it the way you just said to do it" was initially only answered with "do it right or not at all"
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 12, 2022, 06:51:28 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 12, 2022, 06:55:24 pm
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.

I'm assuming it's positive too, this makes me do the happy.

And I guess yeah, we both kinda still did our usual thing of passive-aggressively shitting on each other, but still. Went better than it usually does whenever we're in the same thread.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 13, 2022, 08:56:04 am
It's most likely positive TBH. And really as long as it makes people happy I'm fine with whatever BN does despite not playing it. That is the attitude everyone should have, and unfortunately some people don't. Imagine treating an obscure zombie game more seriously than many treat real life.
Title: Re: The Cataclysm games thread.
Post by: Lidku on February 15, 2022, 01:28:01 pm
Has anyone ever thought of a "Backrooms" total conversion mod for Cataclysm DDA before?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 16, 2022, 01:38:09 am
Has anyone ever thought of a "Backrooms" total conversion mod for Cataclysm DDA before?
What's backrooms?
Title: Re: The Cataclysm games thread.
Post by: Lidku on February 16, 2022, 02:25:41 pm
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.

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/
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 16, 2022, 10:11:06 pm
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.

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/
Amazing!

Anyways...
(https://media.discordapp.net/attachments/699896059555610717/943654609090662420/unknown.png)
Title: Re: The Cataclysm games thread.
Post by: heydude6 on February 16, 2022, 10:13:09 pm
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?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 16, 2022, 10:17:23 pm
!!FUN!!
Title: Re: The Cataclysm games thread.
Post by: Lidku on February 16, 2022, 11:29:23 pm
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
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 17, 2022, 02:13:37 am
Sounds kind of like you'd die if you drank it.
Title: Re: The Cataclysm games thread.
Post by: zaimoni on February 17, 2022, 03:26:41 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 17, 2022, 11:51:02 am
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

Actually, the cost probably has to do with having 800 portions.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 17, 2022, 12:16:03 pm
Barter value: 40 dollars.
Title: Re: The Cataclysm games thread.
Post by: BigD145 on February 17, 2022, 05:56:05 pm
Barter value: 40 dollars.

Someone will buy it for a lark. Not worth using.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 17, 2022, 06:17:48 pm
Barter value: 40 dollars.

Someone will buy it for a lark. Not worth using.
Use it!  Use it!
...but pace yourself.  You want to see all the branches of the Mutant Tree, not get crushed by it.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 17, 2022, 11:01:15 pm
Meanwhile in BN, finally porting over the blackpowder load for .45 Colt from DDA. But as an added bonus, I noticed that .45 Colt casings don't even spawn naturally, and DDA doesn't have a fix for that yet. So added that myself, so you'll be able to find the occasional .45 Colt spent brass in fields, casing map extras, and where supplies of casings naturally spawn. PR link is here. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1344)

Sadly due to a mistake on my part, where I forgot to create a branch and committed my changes to my fork's master branch, I'm stuck with a fork that's a few commits ahead and won't be re-synced until either of my last two PRs are merged. After that, I plan to tackle this issue here: https://github.com/cataclysmbnteam/Cataclysm-BN/issues/883 (https://github.com/cataclysmbnteam/Cataclysm-BN/issues/883)

In a nutshell, the production chain for butter is unnecessarily convoluted, the books it's all locked behind are a bit annoyingly restrictive, and it involves a ton of dairy that have no secondary uses whatsoever. A related problem that came up is how cheesemaking is more annoying that it really needs to be, which I have some plans for. But the cheese situation is partially my fault since hard cheese and its recipe chain were originally part of More Survival Tools before being mainlined. It still suffers from some very jank booklearn choices that weren't how I originally had it (these used to be autolearned), plus there are a few hints of artifacts from the older implement ion. But still, the big problems for the cheese recipe are I did not think it through fully when I first PR'd it, it wasn't given much thought when it was mainlined into DDA, and it only represents one of many ways to make and preserve cheese (one of the more complicated ways to boot).

My plans for messing with butter production:
Quote
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.

And plans pertaining to cheese production:
Quote
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 17, 2022, 11:45:01 pm
Good luck with your chess production!  :P
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 17, 2022, 11:48:00 pm
Good luck with your chess production!  :P

Fixed. I screm.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 18, 2022, 01:13:36 am
Good luck with your chess production!  :P

Fixed. I screm.
...you didn't include plans for Ice Cream production.  ???
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 18, 2022, 01:24:10 am
I hadn't even looked into the production chain for ice cream actually. It certainly seems to be lower priority, since it's basically useless compared to cheese and butter.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 18, 2022, 02:06:13 am
But what about my post-apocalypse waffle cones?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 18, 2022, 03:12:44 am
What about...magic ice cream forging?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 18, 2022, 09:09:32 am
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?
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 furry mutant player I am looking forward to it... and the limb rework allowing things like multiple arms or a centaur body.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 19, 2022, 08:32:22 pm
Meanwhile in BN...it is time. For cheese! (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1353)

In a nutshell, reworked the production of cheese to be a lot less of a pain in the ass overhaul, with it also having 2 different methods of production now. The old way of doing it has been made a bit less fucky, fixing some old fuckups in the JSON (some of which are probably leftovers from back when I added it as mod content to More Survival Tools, so they're almost certainly MY fuckups), and nudging things so that it's actually better suited for producing hard cheese in bulk, making it more worth the hassle and it being booklearn-only.

Also entails the inclusion of a rennet item so that you don't need to juggle having access to both milk AND fresh stomachs, as instead you can make rennet from them to save for later.

Then there's the new method of making cheese. First you can make fresh cheese from milk, vinegar (or lemon, since we don't have proper lemon juice as a separate item) and salt. This already lasts a bit longer than milk does, but then you can opt to smoke it to preserve as hard cheese.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on February 22, 2022, 06:10:22 pm
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.

Color? There's a TC mod going on named that, or are you just referring to the various TC mods that do exist?
Title: Re: The Cataclysm games thread.
Post by: zaimoni on February 23, 2022, 03:34:18 am
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?

No, I'm not that connected in the scene -- just estimating complexity of changes required.

Don't want to speculate too much as my fork is nine full years behind both C:BN and C:DDA -- I'm thinking that allocating one Backrooms level per one-to-three in-game levels is "sort of workable" (i.e., we can rig no-clipping to correspond to change in z-level), and the JSON-enabled variants C:BN and C:DDA should at least be mostly capable of this right now.  So you can have a total conversion handling a few levels of the Backrooms easily; a moderate number of adjustments C++-side are needed to get *all* of the Backrooms levels in using this hack.  [E.g., small spatial extent levels with wrap-around, like Brock's bookstore, would need explicit support.]

However, to "do this right" you really want explicit exits -- that is, the "grappling hook" exit interpolator isn't up to linking up indefinite levels of Backrooms with tiny house-scale levels.  This is also a key blocker for portals.  That's where C:Whales (and thus C:Z) is horribly lacking.  Spot-checking C:BN ... ( https://github.com/cataclysmbnteam/Cataclysm-BN/blob/upload/src/game.cpp#L10806 ) ... still have the "grappling hook" exit interpolator.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 03, 2022, 02:10:33 am
Lil thing on the to-do list. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1374)

The meat of it involved porting over a PR that makes terrain centrifuges actually usable for certain lab uses. Kevin killed it because he doesn't believe separting materials with a centrifuge exists evidently. PR OP posted a link to a source confirm this but the PR was still Kevin'd, can't expect people to read sources if they say you can do something IRL that makes crafting less hassle in some way.

Double lol, he also veto'd centrifuges having any analysis quality. Now, what is literally the only use centrifuge terrain has? The mission where you analyze a blood sample. As the PR OP noted, and as whoever coded centrifuges into the game (presumably not Kevin) must've been aware of, analytical centrifuges are obviously a thing.

One big complication is it looks like terrain might not actually support the crafting_pseudo_item feature, possibly only furniture. So I may have to set aside what was going to be the most desirable part off that PR for after I figure out what needs to be changed for that feature to work.

Even without it we'll still have microcentifuge items being able to separate, plus porting over a recipe for separation funnels.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 03, 2022, 01:42:02 pm
Was that the "bone armor removal" situation all over again with people pointing historical source about armor with bone reinforcement but still being ignored ?
Title: Re: The Cataclysm games thread.
Post by: heydude6 on March 03, 2022, 05:32:24 pm
Wut?! I don't even...

The more I learn about Kevin, the more confused I get. If Kevin wants to ruin the game for the sake of realism so much, why does he sometimes do random 180s. This reminds of the time when the Colonial Marines Space Station 13 server decided that the soldier class was too stupid to use basic health items because it was "more realistic".
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 03, 2022, 06:32:50 pm
Was that the "bone armor removal" situation all over again with people pointing historical source about armor with bone reinforcement but still being ignored ?

Basically the bone armor removal situation playing out in reverse, a guy who has actual sources trying to add a feature to make Erk's ever-unfinished pet project less unbearable, only to get shut down by Kevin on the basis of "hurr durr I don't really know about this subject but I'm gonna shut this PR down anyway" or whatever.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 05, 2022, 11:13:46 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 05, 2022, 11:31:25 am
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
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 05, 2022, 12:04:01 pm
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
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 05, 2022, 12:35:26 pm
That is tempting, BN has been doing a fair amount of reworking on explosive balance to make the weird mess of "five million different homemade bombs that all do the same thing" a bit more interesting, though most of that has just been in Coolthulhu and others trying to fix up explosive code in general.

Something we do have that DDA doesn't though, last I checked: shrapnel can specify not only exactly how much damage it should deal, but what DAMAGE TYPE it counts as. Arcana exploits the hell out of this for its elemental blast canisters, but we could use that in vanilla BN for fun stuff too.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 25, 2022, 09:22:25 am
From what i read, CBN has solved their performance issues , thanks for new MSCV builds (though they're only in english for now) and a fix to a function (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1406)  .

I didn't tested it yet but that's great to see performance getting good again.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 25, 2022, 05:55:21 pm
Seems to be good, yeah. Coolthulhu is still working on getting localization up for Windows builds as well. Basically had to switch to MSVC because some link-related stuff needed for the previous windows setup evidently stopped working.

In other news, the rest of my dairy overhauls also got merged recently: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1382 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1382)

In a nutshell, butter was made less hassle to make, cutting out the heavy-cream-jar intermediary step because no valid uses could be thought of that'd justify the extra hassle and fiddliness it entails. Also allows for the kids-science-project method of making it with various container tools rather than a churn, as an alternative.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 30, 2022, 02:57:48 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 30, 2022, 03:56:39 pm
Ran into a couple of case i had CBN completely freezing when doing some crafting .
Looking around it looks like there's indeed such a bug that apparently is linked to some npc pathfinding issue :
https://github.com/cataclysmbnteam/Cataclysm-BN/issues/1412
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 30, 2022, 03:59:29 pm
There's a fix PR open for it: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1420 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1420)
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on March 30, 2022, 07:19:57 pm
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?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 31, 2022, 12:00:03 am
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 a case where the basic concept of what they want to add is useful, but the way it's being added basically breaks shit. Here's a self-PR set aside for updating Arcana when it's merged. (https://github.com/chaosvolt/cdda-arcana-mod/pull/247) Sim was fairly helpful for explaining how it works, but it took compile-testing his PR's branch to realize that it still breaks certain things in a way there really is no easy fix for.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 31, 2022, 01:44:49 am
It's almost as if they don't want people to mod the game anymore.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 31, 2022, 11:01:14 am
It's almost as if they don't want people to mod the game anymore.

Mood. That said, I've long since had several other reasons why I probably should create bonus patchmods for mod-compatibility stuff, this just adds "a feature I already implemented in a less clunky way" to the list.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 01, 2022, 12:12:41 am
...And thus, the crown of Defender of Cataclysm: DDA passes unto Random_Dragon.  The way it always does: by default.

Now offering a pool on how long this Defender lasts:
Spoiler (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 01, 2022, 01:21:52 am
...And thus, the crown of Defender of Cataclysm: DDA passes unto Random_Dragon.  The way it always does: by default.

Dare I ask crown in what sense? Like what, I'm officially the guy in charge of arguing in favor of DDA? :V

Really weird to become the defender of a project I've been kicked out of, whose dev team has made every effort possible to undermine my will to continue maintaining my mods for their version of the game, cultivating a community where Kevin and I simply cannot be allowed to exist in the same area or we'll be acting like absolute children towards each other within the hour. I mean sure, the fact I haven't given up on Cataclysm and its community as a whole, especially before BN became a thing, can I guess be traced back to "I still actually care about DDA despite my endless criticism, because and criticizing its flaws is a necessary part of encouraging it to change for the better" I guess.

However, at least part of that is because to this day I still feel personally responsible for the mods and other contributions I wrote, and the fact that people still enjoy the DDA versions of my mods are basically the main reason I don't make my mods all BN-only. If it were all just for my own sake, I no longer have any reason to feel as though letting go of DDA means giving up on a project I've been putting passion and effort into (as a contributor AND as a modder) since 2015. It's a mere 3 days away from it being officially 7 years since my first PR (https://github.com/CleverRaven/Cataclysm-DDA/pull/11707), in fact.

BN is slowly but steadily thriving, and its development retains the same spirit that captivated me for the first half of that long year, ever since I first publicly released what would later become More Survival Tools and Medieval And Historic Content, in response to which I was talked into trying out github and PRing it to become a part of the game itself. So really the only thing keeping me tied to DDA in any way anymore is the feeling that people still enjoy what I've been working on for (considering MST and Medieval mod's pre-release origins) over 7 years, both with BN and with DDA.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 01, 2022, 04:56:08 am
Kudos to you for managing to keep your mods working in those 2 games.
But i imagine with time it's going to get more difficult as the code base may start to diverge more and more.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 01, 2022, 05:33:42 am
They made a script for automatically fixing itemgroups. Shouldn't be an issue if you pay attention.

Also hey, I'm the Designated DDA Defender here!
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on April 01, 2022, 12:16:52 pm
Say whatever about DDA devs (I like them, personally), I like the DDA community more. Less """free speech""" in the community Discord. They ban the far-right for existing and that's based.
Title: Re: The Cataclysm games thread.
Post by: Putnam on April 01, 2022, 03:12:14 pm
I'm with DDA because I like pockets. I am not likely to switch to BN because they are, so far as I can tell, explicitly against pockets.

I'm in both discords because I'm an itinerant programmer who likes mucking with things too much. I've contributed some to DDA, but mostly in internals stuff that BN's probably already picked up on.
Title: Re: The Cataclysm games thread.
Post by: Ygdrad on April 01, 2022, 05:21:24 pm
What is BN?

Edit: I see, Bright Night. Is there a wiki for this version already?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 01, 2022, 08:09:16 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 02, 2022, 08:40:52 am
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.
Mostly, the old outdated chezzo DDA wiki is applicable to Bright Night as well. Probably about as relevant as it is to DDA...

Most of BN's changes don't affect the base game that the wiki describes.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on April 06, 2022, 04:18:25 pm
speaking of DDA

I managed to get a bug fixed that's apparently been around for a relatively short while that seems like . It is at least a bit satisfying to see that I at least got SOME annoyance of mine fixed :P (https://github.com/CleverRaven/Cataclysm-DDA/pull/56622
no one actually noticed[/url)
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 09, 2022, 10:02:20 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 10, 2022, 02:16:04 am
Plant getting the ability to grow vehicles out of wood

Oh my lost youth
https://www.youtube.com/watch?v=y9K0SzFIf4A
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 10, 2022, 02:51:15 am
I get that some need buffing in some way, but why do they all need a gimmick?


Also KittyTac you were talking about adding your own mutation lines, did you ever decide on what you were making?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 10, 2022, 06:57:10 am
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!
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on April 10, 2022, 07:34:24 am
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.

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?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 10, 2022, 11:42:32 am
Meanwhile in BN, KheirFerrum has been working on some improvements to bionics.
1. Blood Filter can now fix Badly Poisoned, not just regular poison. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1440)
2. Air Filtration can now be toggled on. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1439) It still gives its usual minor amount of EP when off, but turning it on boosts its EP enough to protect against toxic gas like a gas mask can.
3. And one that's currently open, beefing up Healing Nanobots. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1442) Basically it's being rigged to trigger more frequently, but more importantly now it doesn't tack on extra hidden costs that are always active even when it's not healing. So now it only inflicts DDA-style realismic power drain and calorie consumption when it heals HP, not constantly, and it'll better describe how it actually works to the player.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 10, 2022, 11:51:01 am
I get that some need buffing in some way, but why do they all need a gimmick?


Also KittyTac you were talking about adding your own mutation lines, did you ever decide on what you were making?
1. To differentiate them and give each an unique playstyle.
2. There will be offshoots (mixed paths), I'll add some like fox (lupine+feline), hyena (lupine+rat), sauropod (raptor+cattle), etc.

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!
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.

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.

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. 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.
2. Mylie was vague about insect but it involves NPC servants I think, yeah. Maybe not that exact implementation.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 10, 2022, 01:42:32 pm
Meanwhile in modding...so, yesterday I merged the update to Arcana that fixed up itemgroups (https://github.com/chaosvolt/cdda-arcana-mod/pull/247) due to the fact that they now override in DDA by default. When I got home later that day I chucked Noctifer a matching update for the DDA version of Cataclysm++ (https://github.com/Noctifer-de-Mortem/nocts_cata_mod/pull/376) too.

More follow-up mod updates for DDA versions of my mods:
1. Fixed up itemgroups and waist items for Medieval Mod Reborn. (https://github.com/chaosvolt/cdda_medieval_mod_reborn/commit/1d9b43892a0f5222b4d2a3444da1f13ffb237ac3) I also removed the kettle hat and close helm from the DDA version because someone added basically identical items to vanilla DDA. I'm a little miffed that their implementation is kinda actively worse than mine though, as it's Yet Another Booklearn Only Medieval Helmet™ when my version was "it's a metal hat, so here's basically the only autolearned iron-tier helmet in the game" which filled a unique niche. Even shittier, it actually CALLS OUT the fact it has a wide brim, as you do with a kettle hat, but then makes a point of NOT giving it the sun shade effect. If one of those trilby hats that people (and Cata, given its usual sprite and joke use_action) mislabel as a fedora can count as having enough brim to shade the eyes, then a kettle hat should.
2. Update to MST Extra. (https://github.com/chaosvolt/MST_Extra_Mod/commit/d03d71036d8d59abb0c9c6fb9d20ea6df15841ae) More of the same, fixing the WAIST flag not being used anymore, itemgroups set to add shit the new way, etc.
3. And itemgroup fixes for the DDA version of Tankmod: Revived. (https://github.com/chaosvolt/cdda-tankmod-revived-mod/commit/3626712f6b04fe2b5cccfafe84213276731a86ac) Also comes with a lil addition to the BN version. BN recently added the ability to craft ammo belt linkages (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1436), so added a recipe for 25x137mm belt linkages. DDA version doesn't get it since vanilla ammo linkages aren't craftable in DDA.

Still gotta also send an update to DN's Mining Mod and check to see if there's any other shit I missed.

Also, the way these itemgroups work now mean that automatic itemgroup mod-intercompatibility is basically fucked, so I guess this is the final excuse I need to finally consider making patchmods. Before it was just "here's some stuff I could add that'd be need but I'd need patchmods to make it work" now it's "here's a thing I already can do in the BN versions and I'll need to make patchmods for them to work right in the DDA versions, also some other neat stuff I could implement at the same time" instead.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 11, 2022, 02:08:07 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 11, 2022, 12:20:38 pm
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).
Title: Re: The Cataclysm games thread.
Post by: heydude6 on April 11, 2022, 01:54:32 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 12, 2022, 01:24:39 am
I thought the point of alpha was to become the Übermensch.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 12, 2022, 08:37:47 am
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.
It's safe and boring until you run out of it!

That niche is filled by either CBMs or something like feline or lupine. Few downsides for the former and doesn't change the very fabric of your being, decent boosts with mostly inconsequential downsides for the latter. Carnivore is probably the most annoying but you can find animal products (not just meat) easily. Alpha is now "very strong boosts, only downside is that there's a small upkeep that fucks you if you run out". It had a very strong downside before, disintegration which, coupled with the small pool of alpha mutations, required purifier roulette, so there's precedent.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 12, 2022, 08:14:17 pm
Pleasant surprise today, Sim rigged up their own port-over PR of the ballistic damage type feature to BN: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1458 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1458)

In particular it includes a PR I failed to notice, which turns out to be a fix for the exact issue that had been holding up my attempt at it. Plus cherry-picking which I still haven't been able to figure out yet, which is what caused that last argument back in the mutation changes port-over PR. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1298) I'm hoping he's not going to make an argument out of cherry pick vs. source links given that would be:
1. Contrary to Kevin saying that crediting via source links is acceptable. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1298#issuecomment-1037506994)
2. A Bad Idea to insist on given DDA has failed to adhere to this standard. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1298#issuecomment-1040599086)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 12:51:26 am
And double post but eh. I've got some ideas sorted out and planned for Arcana.

First of all, I set aside a self-PR for some stuff that's specific to the DDA version here: https://github.com/chaosvolt/cdda-arcana-mod/pull/253 (https://github.com/chaosvolt/cdda-arcana-mod/pull/253) What I've got so far:
1. I finally looked into implementing a way for the restored ritual blade to feed off portals, like they can in the BN version! The current method entails altering any portals nearby into a crystallized version that can be freely disarmed for crystallized essence. Also absorbs absence cages and dimensional fatigue.
2. I implemented an effect that sets it so wielding the restored ritual blade, if you're a Keeper or a Paragon of The Veil, will make it kneecap those god-awful portal storms if you trigger it before it can start up fully. Basically it forces an early portal storm to immediately switch to a full portal storm, but resets its intensity to the default, makes it vanish way sooner than normal, and resets any deterioration to the intensity and duration of future portal storms.
3. Belatedly added essence and monsterpart drops to the various new freaky nether and portal storm critters.

Some other stuff I plan to do in that PR:
1. Still need to add a mod_tileset entry for crystallized portals.
2. Gotta update dialogue, mission, and readme stuff for any cases where the DDA version highlights how only the BN version of the blade can eat portals.
3. I might also see about looking at these weird portal storm and other new scenarios, and seeing which should logically have arcana-specific professions injected into them.



And on top of that, there's a few other things I was likely gonna do sometime:
1. Might see about making it so that the spells that explicitly affect "creatures of darkness" will affect not only monsters that die in sunlight (and related monsters), but also anything that's invisible in darkness.
2. After seeing how hilariously busted OP Critsybear's playthrough as a post-thresh Dragonblood can get (albeit with a version of Arcana old enough to lack some critical nerfs), I'm tempted to do what I did with Magic Signs and give Sanguine Marks a secondary side effect. In this case, most likely it'll be hunger to match the theme of Dragonblood mechanically.
3. I have a new arcanist profession I'm considering adding. Hint, currently of the three major factions, the Cleansing Flame and Sanguine Order are the only ones to have "advanced" professions that show up in non-standard scenarios.
4. I've still gotta consider making official patchmods. Mainly so the DDA version can have mod-compat itemgroup changes again, but this also lets me do some other things like give Magiclysm monsters death drop overrides, allow you to consecrate the Cata++ flesh weapons, use the cursed blade with Post-Human Combatives, etc.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 13, 2022, 01:43:16 am
I haven't played the newer versions of the game so are portal storms like the emissions in stalker?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 02:04:02 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 13, 2022, 02:06:28 am
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.
So how do you avoid it then, be underground?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 02:11:59 am
You don't, far as I can tell. Or at best you always wear the rare lab items that give you the portal-resistant flag I saw in a few of the EoCs, to negate some of the negative effects.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 01:50:32 pm
To clarify, the monster spawning will still happen all around you outside even if you're indoors, and if they have any way to get in or get line-of-sight with you you'll suffer for it, but luckily it looks like won't teleport them into your base and none of them seem able to bash. Grass and smoke events also seem to be confined to spawning all around your shelter.

There's an effect that can randomly open and close doors, needless to say if that triggers your shelter is basically useless against the monsters it spawns unless you're just gonna hide in the basement. However, I can't figure out what the hell even triggers it since it has no conditions aside and nothing else triggers it, far as I can tell either it's effectively obsoleted without having been moved out of the EOC file, or someone wrote the EOC for that then forgot to make anything else actually call it.

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.

There's also an event that constructs a dungeon and teleports you into it, but like with the door-fuckery it has no conditions and nothing else seems to call it, so it seems to be unimplemented.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 13, 2022, 02:42:04 pm
I never heard about the portal storm event before. From googling around there's not much explanation out of it being a "weather" and Random_Dragon mentionning monster spawning all around.

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 ?

Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 02:50:44 pm
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 happen more often the later in the year it gets. And yeah, since it relies on the Effect On Condition system it's not in BN, just DDA.

You can see a summary of the weird stuff here: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/portal_storm_effect_on_condition.json (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/portal_storm_effect_on_condition.json)
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 13, 2022, 03:02:38 pm
It seems to be an interesting way to keep the game challenging for players that have already fully equipped themselves and have their skills already high enough.
Though i imagine if you're not lucky and that event triggers too early, it may be just an early unavoidable game over, so if there's not one already it may need some kind of safe period before it can happen.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 03:16:52 pm
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)

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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 13, 2022, 03:36:02 pm
An alternative (tough it would require a lot of work i imagine) to removing the event itself may be to make the disabling of portal storm an actual quest, as its inspired by Stalker emissions event, why not get inspired by the miracle machine/brain scorcher one too in which the player can investigate some specific location to disable their effect on the world.
And of course the event (and its quest) being an on/off option so people can play without it if they prefer.

Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 05:15:03 pm
But then the player's actions actually matter, when it's central to DDA that everything you do has no impact on how fucked the world is, the blob as already won, yada yada yada. :v

In the meantime, what I've got so far in my uncommited changes...
* Set it so spell effects that target "shadowy" monsters will also look for monsters that have night-invisibility.
* Reworked Sanguine Marks to have a secondary cost for casting, which drains hunger steadily. Same deal as with Magic Signs
* Infernal Flame no longer has its own hunger cost since it's baked into every Sanguine Mark now.
* Destructive Absorption's side effect altered, now it restores stamina and raises healthiness, and the duration of the buff scales like DoT and paralysis effects tend to.
* Revenant Blood's effect reworked into basically being a straightforward combination of Ward Against Poison, Clarity of Blood, and the perks of Revenant Hunger.
* Set it so Elemental Sign can mess with fire around the user. Uses area_push in BN version, ter-transform stuff in DDA version. Whenever I get around to porting over the ability to mess with traps and fields via ter-transform to BN, I'll use that for both versions.



Also on the to-do list for today probably:
* I might add some more tricks to make the boss monsters more spicy. The moroboru getting a spell that mimics the effects of the classic Bad Breath ability its namesake is known for, spirit of fire gaining some extra physical special attacks, and maybe the dracolich can have a spell that behaves like basically a "failed breath attack" it could sometimes use instead of its fire breath that just sprays blood and gore everywhere and debuffs the victim. After all, why should the host of the archon and seraphic shade be the only bosses in Arcana that have tricks beside just straight beatdown? :>
* Adding some more visible traps or other warning signs to certain parts of the floating temple so it's more clear that taking those paths is risky.
* Double-checking monster and trap spawns in one variant of the ruined shrine.
* See about whether I can afford to find other places to spawn feral arcanists

Few other assorted things.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 13, 2022, 10:51:05 pm
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)

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, I wait them out in my RV or cabin. Portal storms are fine, they fill acid rain's niche except with cooler flavor.

If you're caught outside you're boned but that generally happens early and you can get fucked early in a million ways already so eh.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 13, 2022, 11:58:55 pm
The counter is going inside

Read previous posts, or examine the file itself (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/data/json/portal_storm_effect_on_condition.json). In particular:
Code: [Select]
  {
    "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" }
    ]
  },
Code: [Select]
  {
    "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" } }
    ]
  },

For context, those are the aforementioned "most annoying effects" that I previously pointed out ignore whether you're inside:
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 14, 2022, 04:18:11 am
Never said it's a perfect counter, but none of those effects really affect you if you're simply crafting or reading so they're hardly annoying. Last time it happened, I put in earplugs and slept through it without a hunch. You're not meant to go outside and fight the portal storm monsters.

I feel they're a good addition.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on April 14, 2022, 08:27:32 am
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...
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 14, 2022, 01:12:00 pm
Meanwhile, had been busy all throughout yesterday, summary of what all I was up to
Spoiler: changes (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 17, 2022, 11:26:39 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on April 18, 2022, 02:26:33 am
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?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 18, 2022, 04:51:06 am
1. Well at least New England, yeah. It would be cool for it to be possible to go to Canada or the Midwest but that's far future.
2. Standardization, the new UI is honestly neater once you get used to it. I always used g so it was easy for me. e when hovering over an item to examine it, w to wield.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 18, 2022, 10:23:23 am
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?

The duality of Cataclysm, summarized.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on April 18, 2022, 01:05:01 pm
Yeah I messed with keybinds to fix that up as soon as I realized that changed. Aaaaaa
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 18, 2022, 04:55:09 pm
Meanwhile in BN, I've got a few more updates open:
1. A change to fix up the janky function that spawns vending machines broken. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1463) In the old days vending machines would spawn intact 80% of the time. It got nerfed HARD, a base rate of a mere 25% of the time on day zero, and then it gets measurably worse with every day, for example down to about 9% literally by the end of the week. Current rate I've chosen is a simple 50% rate that's in between the pre-nerf value and Night's chosen base value, and also tweaked the hypothetical max amount of loot so the average loot per vending machine isn't beefed up too much.
2. Added max durations to several effects that could stack up to be nigh-infinite. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1465) Most of these were stuff like effects doled out by fields, fixing for example how you could be fucked over by. It also fixes deafness being stackable infinitely, something that's also still uncapped in DDA.
3. And finally, a PR to bring back royal jelly actually having a use (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1467), but with some rebalancing. Royal jelly's spawns and item description were tweaked to specify that this stuff is post-cataclysm from mutant insects, and its cureall effect is different from panacea and pre-realism royal jelly. Its cureall effect is a bit narrower than panacea, and it also gives an antitoxin effect that reduces the symptoms of poison status effects, as compared to panacea which will cure it outright.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 21, 2022, 07:59:32 pm
So, more stuff while I'm at it. Sim's take on the ballistic damage type PR was merged earlier today, so been slowly working to update third-party mods that I'm involved in maintaining. Arcana and Tankmod: Revived have been updated, sent an update to Cataclysm++ that's currently open. Will check other mods for any such stuff too.

I've also got some follow-up updates I need to do for BN related to ballistic damage type stuff, when I get the chance, and I'm working on setting aside patchmods to fix the stuff I grumbled about earlier regarding the DDA version of Arcana. Got the Arcana/Cata++ patchmod just about done, started initial work on the Dinomod patchmod too.

Also, I got curious and did some testing when I got home, this is...interdasting. Quick repost here:
(https://cdn.discordapp.com/attachments/830916451517857894/966863085883256923/unknown.png)
Title: Re: The Cataclysm games thread.
Post by: Glloyd on April 22, 2022, 01:06:12 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 22, 2022, 01:48:42 am
Mapgen is pretty cursed and I don't think there's any easy way to fix it, yeah. Neat gimmick but it falls under "time spent dawdling on more unfinished projects instead of any of the maintenance and support that will be needed before said new content will ever be worthwhile" fairly solidly.

Meanwhile we've had a solid month of one contributor just going hardcore into every performance improvement they can get out of the code, which seems the most likely explanation for why BN's draw benchmark is just shy of 5 times better than DDA's.

Meanwhile in my own shit, here's the first batch of follow-up updates (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1473) to the ballistic damage PR I mentioned earlier. I've also updated the BN versions of all the third-party mods I'm involved in, so they should all be ready to deal with bullet stuff.

ALSO! I forgot to link to the self-PR I've been working on for Arcana: https://github.com/chaosvolt/cdda-arcana-mod/pull/254 (https://github.com/chaosvolt/cdda-arcana-mod/pull/254)

I've set aside patchmod stuff for Cata++ and Dinomod currently, both DDA and BN versions in both cases.

The Cata++ patchmod adds:
1. Martial arts interactions. The bionic sword, converted bionic blade, and converted bionic bionic sword can be used with Via Gladium et Malleo. The converted bionic claws, biological knife, biological sword, and salvaged mi-go claw weapon can be used with Shrike's Talons. And third, the cursed blade and restored ritual blade are juuuust beefy enough to justify being usable with Post-Human Combatives.
2. Deconstruction recipes for the biological weapons. Aside from being meaty and metal (thus leaving behind some tainted bone meal and super alloy), they also return an eclectic mix of regular, dull, and blood essence. This is based off an idea Noctifer thought up a while ago, in which the biological weapons incorporate aspects of both living mutated flesh and otherworldly influence in a magic item, and are effectively the only cases of LIVING magic items in either mod, meaning that trying to consecrate them would be much more complex than simply getting dull essence out of them.
3. The DDA version of the patchmod now has the mod-compat itemgroup injections, because they no longer automatically play nice regardless of load order like they still do in the BN version.
4. I also belatedly added some NPC equipment interactions between the two mods, with certain arcanist NPCs having a chance of being equipped with some Cata++-specific weapons. This is now a part of the BN version of Cata++ automatically, and present in the DDA version of the patchmod.

Meanwhile, the Dinomod patchmod is afair bit simpler, but still fairly long list of JSON entries I had to meddle with:
1. Monster overrides for various dinosaurs for thesake of injecting essence and/or monsterpart drops into them. There are SO GOD DAMN MANY different dinos with very little meaningful variation between them, it made my fingers hurt with all the copy-paste I had to do. In practice there are only three categories of dino that matter here though: fungal zombie dinos, shady zombie dios, skeletal zombie dinos. Bionic dinos are a maybe for the to-be-fucked-with todo list, unlike most bionic zombies in vanilla none of them have the electrical attack that I generally use as a sign of whether to give a bionic zed a wind fragment drop.
2. Death drop itemgroups for the above. For now it's just three itemgroups that all the relevant dinos share among themselves, because fuck having to copy-paste 78 separate entries a second time, especially since I didn't see much reason to make their drops vary all that much. Fungal zombie dinos have the same basic inflorescent root drop that's associated with fungal monsters, plus randomly either essence or blood essence (in line with how fungaloids return essence, standard zombies blood essence, ergo fungal zombies pick one at random). Shady zombie dinos go for just blood essence and sometimes a shadow gem, and finally skeletal zombie dinos can yield blood essence plus a random any one of the four monsterparts usable for making a bone charm.

Still planning to add patchmods for Magiclysm and Aftershock, the former is gonna be...interesting. Lots of weapons that are just vanilla weapons but with damage/accurate bonuses, so they'll likely go in relevant martial arts, and lots of nasty monsters that deserve some death drops.

Slight possibility that I might even find space to inject Arcana monsters into Magiclysm monstergroups, MAYBE vice versa, depending on if they're thematically relevant. Given Magiclysm leans a lot more towards generic D&D monsters it will be harder to find good places for each other to fit however, they'd stick out like a sore thumb among living shadows and/or wind, Lovecraft critters, mutated cultist zombies, and the occasional feral arcanist.

Aftershock meanwhile should be very basic, just look for any itemgroup stuff I can easily mess with, it's mostly just sci-fi stuff so chances are not much aside from magitech showing up in odd places will be needed. Maybe some monsterdrop overrides if any of the creatures in it are freaky enough, but if I recall mutant/zombie uplifted animals is the weirdest it gets. Being able to consecrate any freaky enough high-tech extradimensional superscience might be one addition I could explore.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 22, 2022, 08:37:25 am
TBH if you use a real map then the mapgen issues will go away for obvious reasons lmao. But I agree, mapgen is cursed.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 22, 2022, 01:37:21 pm
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 see its potential being more than a gimmick, as if it allows someone to create their own maps it may then allow them be able to place cities and roads manually too. And that is so much potential to recreate real world regions with interesting cities and roads.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 22, 2022, 01:55:45 pm
Followups to my testing of performance, I was asked later on to test if tileset made a difference, it doesn't on my laptop. About the same results using Ultica and Retrodays in DDA, UDP and Retrodays in BN. I then tested both of those MSVC builds on my laptop (2.60 GHz CPU, 8 GB RAM) and found the following:

BN: "drew 554 times in 5.007 seconds (110.645 FPS average)" with UDP, "drew 643 times in 5.001 seconds (128.574 FPS average)" with Retrodays

DDA: "drew 267 times in 5.008 seconds (53.315 FPS average)" when tested with Ultica, "drew 276 times in 5.016 seconds (55.024 FPS average)" with Retrodays.

So performance boosts in BN are more strongly affected by either CPU, RAM, or both compared to DDA, but even under measurably worse conditions (half the RAM, ~76.5% CPU speed, also half the cores) its worse performance thus far is well above DDA's best so far.

Also indicates that SOMETIMES tileset matters. My best guess is because my laptop has AMD Radeon integrated graphics vs. my desktop's Intel HD.

The ultimate test I guess would be to break out my previous desktop (1.6 GHz CPU, 4 GB RAM, fairly certain dual-core, older version of Intel graphics) to see if BN's stated FPS stays triple-digits, because that's reasonably into the potato end of the spectrum by modern desktop standards.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 22, 2022, 02:08:58 pm
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 ?

I think what would be the most important is testing something like sleeping 5 or 6 hours at night in the surface of a house (in the same save if it's possible to have one that is compatible with both cdda and cbn) and see which code can play those 5 or 6 sleeping hours the fastest.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 22, 2022, 02:26:42 pm
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 ?

Draw benchmark seems to be more about how many actions it can process in a given time rather than actual "FPS" in the same sense that it'd mean for a real-time game, far as I can determine. So hypothetically, doing the benchmark in the refugee center SHOULD have some correlation with how it'd handle long-term actions and general processing there.

Just to confirm that, started up a game in the refugee center. Currently doing this with just BN on my desktop, result was "drew 1045 times in 5.002 seconds (208.916 FPS average)" which means that yes, the "FPS" test actually does check for performance stuff that will actually go into gameplay. Compare that with my earlier BN test of 245.141 "FPS" which was just in a bog-standard evac shelter start.

So just for good measure, I loaded up DDA and hopped into the refugee center (again, MSVC build from 4/21, on my desktop) and benchmark result this time was "drew 251 times in 5.009 seconds (50.110 FPS average)"

So it seems that being somewhere beefy like an NPC-laden refugee center doesn't affect DDA at all but does take a decent chunk out of BN's performance, but the optimizations still trim enough fat that BN still reports way better performance.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 22, 2022, 03:04:05 pm
So, turns out there was an error on my end. BN has "draw benchmark" and "FPS benchmark" of which I've been using the latter. But, turns out that "FPS benchmark" in BN is closer to what DDA's draw benchmark tests, due to this PR updating things. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/258)

According to Olanti the difference in frames still has some meaning but it's not as vital as I first thought it was:
Quote
[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
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on April 22, 2022, 03:06:33 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on April 22, 2022, 04:12:38 pm
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.
It's more fucked up in the roads department.  I mean, what were they thinking with that road to the Evac Center?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 23, 2022, 05:54:17 pm
Welp, I've now merged the Patchmods update (https://github.com/chaosvolt/cdda-arcana-mod/pull/254) to Arcana. It adds extra mods that allow content in Arcana to interact a bit more with Aftershock, Cataclysm++, DinoMod, and Magiclysm in certain ways.

Cataclysm++:
* Moved DDA version's itemgroup and monsterdrop additions for Cata++ to relevant patchmod. Itemgroup additions can stay in-mod for the BN version for now.
* Implemented martial arts additions so Via Gladium et Malleo, Shrike's Talons, and Post-Human Combatives can cite relevant weapons from the other mod.
* The biological weapons can now be taken apart, its uncrafts are a reference to plot ideas thought up by Noctifer, implying that purifying them is far less straightforward than normal magic items.

Dinomod:
* Injected monsterpart death drops into some of the anomalous dinos, mainly fungal and certain evolved zombie dinos.

Magiclysm:
* The myriad of delicious day-one death machines now have death drops inserted, for both BN and DDA.
* Moved itemgroup additions from DDA version over to patchmod folder.
* Added a ton of martial arts injections for the various "generic weapon that's just a vanilla weapon but +1 or +2" items as well as any of the actually interesting stuff that fit the two styles.
* Added crafting requirement overrides (see below), so that recipes involving blood magic can use dragon meat and blood.
* Added an assortment of uncraft recipes for consecrating various Magiclysm items. Currently only stuff the player can craft.
* Added a couple snippet entries that have the "there was already magic before the arcanist orders developed but they've been in decline" idea actually given some potential nods by some note snippets.
* Some limited injections of Magiclysm content into Arcana itemgroups for now.

Aftershock:
* Death drop injections in a few cases where the monsters seem suitably weird, for both BN and DDA versions.
* Added the few relevant Aftershock weapons to martial arts.
* Uncrafts for a few bits of weird AFS tech.
* Tiny itemgroup injection, couldn't find any other interactions that seemed fitting just yet.

Misc updates to the main Arcana mod:
* Shifted recipe usage of human flesh and blood into crafting requirements. Saves a lil JSON spam, makes some recipes more consistent, and allows for a patchmod change.
* Reworked monsterdrops to change the amounts of blood essence and dull essence are returned, just a tweak to the range to make the average equal how much normal essence you'd get if it were spawning that instead. Relevant since I'm copy-pasting a lot of that now.
* Also removed some obsolete itemgroups out of use.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on April 28, 2022, 09:37:25 pm
Testing the Massachusetts mod, and wow it's actually playable and fun lol. The worldgen is also better for reasons that should be obvious.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 29, 2022, 12:56:35 am
In the meantime, I've been busy with some stuff in BN, first some recent stuff merged. I already mentioned last time that I was removing Night's janky vending machine fake looting mechanics, and that's in now, royal jelly being useful once again, etc. Now for some stuff that's currently open:
1. Fixes for woodcutting activity. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1487) Basically, a lot of the hardcoded tiresome activities in BN, due to not using DDA's kinda awful activity level and weariness system, still slap you with fixed hunger, thirst, and fatigue costs at the end of the activity. By switching to a gradual rate of the side effects while the activity is processing, this makes it so better tools has an actual impact on how tiring it makes you. Also tweaks and rebalances stuff like how big a bonus chainsaws grant but also fixes up their power drain rate so now you aren't 100% certain to run out of battery trying to use an electric chainsaw. Hashing things out for woodcutting makes it easier to figure out how to implement this for pickaxe and jackhammer use later on.
2. Setting it so floor lamps don't inexplicably require 4 light bulbs to build. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1488) Also remove the dumb as hell RNG in the yield of deconstructing it. Both of these seem to be holdovers of the old days when floor lamps were purely just decorative garbage to salvage for parts.
3. Moving some more hardcoded mutation behaviors to flags. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1486) Specifically the ability to change size, breathe underwater, and JSONizes the way the barefoot penalty works. These struck me as the most essential behaviors that were purely locked behind hardcode.
4. I've got some additional follow-up updates to fix Sim's ballistic armor values for materials. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1493) Hard steel has more bullet protection than cut protection, so why doesn't ceramic? Also fixes up kevlar and boron carbide stuff, and makes some extensive rebalancing to make major ballistic armors hit target values in certain ways I'm going for for the sake of my future ammo rebalance plans. Also, robots and military zeds now get some sane, standardized usage of higher ballistic resistance.
5. And finally, porting over a useful feature that was PR'd to DDA back in 2015 but canned by Kevin for realism. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1496) It allows for mutant characters who end up growing in size category to be able to fire heavy weapons like the M2 Browning without standing on mountable terrain. As in the PR it's based on, doing this penalizes your dispersion and recoil. Unlike the source PR though, I decided it'd be a lot more interesting if Large characters could do this too (at an even harsher penalty) and not just Huge characters.

For that last one, I have some changes in the wings to that PR that'll also add support for gaining this ability if you've got power armor worn and activated, if Coolthulhu gives that suggestion the okay. If so then normal-sized characters will be able to use power armor to hip-fire an M2 Browning or the like at the same penalty as a Large character doing so on their own.

Even better, if given the green light for it I intend for those two methods to stack. So a Large character, being still able to wear power armor, will be able to combine these advantages to handle their big guns as well as Huge character could unassisted. And if you have active power armor on a Huge character? Well, this can't happen in vanilla since none of the available sets of power armor are oversize, but for the sake of mods I'd still set it so a Huge character with likewise huge power armor would be able to effectively negate the aiming penalties, because at that point they'd logically be beefed up on par with the mechsuits.
Title: Re: The Cataclysm games thread.
Post by: alway on April 30, 2022, 12:21:39 pm
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?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 30, 2022, 12:35:02 pm
Is it with the latest version of CBN ?
From what i read they have made several performance optimisations.

But if you are experiencing this extreme slowdown with a recent version, i highly suggest you submit your save as a bug report :
https://github.com/cataclysmbnteam/Cataclysm-BN/issues
So the devs may track the source of that repeated fetch task extreme slowdown (and hopefully find a way to fix it)
Title: Re: The Cataclysm games thread.
Post by: alway on April 30, 2022, 12:42:04 pm
Latest of about a week ago; and yeah, just trying to narrow the source of the issue down a bit before reporting it, and possibly finding a fix to suggest/repro steps that don't involve me finding a place to upload half a GB of save file.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on April 30, 2022, 01:13:26 pm
I forgot how big those saves could get, very impractical for bug report unfortunately
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on April 30, 2022, 11:16:45 pm
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?

Not sure what the issue is but guessing assigning an NPC to a task can hang up if it's having trouble finding the tool, normal behavior is to bail and claim task was "completed" if I recall. Do hop you have good luck reproducing this though.

Meanwhile, worked on another idea today: Allowing players to use bows they lack the strength for, at reduced damage, range, and increased dispersion. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1501)
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on May 14, 2022, 07:07:14 am
One of the best feelings in Cataclysm is blowing away a bandit roadblock with a vehicle minigun. They didn't know what hit them!
Title: Re: The Cataclysm games thread.
Post by: King Zultan on May 15, 2022, 04:54:02 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on May 15, 2022, 05:01:55 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on May 15, 2022, 11:58:54 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on May 16, 2022, 04:37:06 am
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.
Should have mentioned that I was talking about DDA in that statement.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on May 16, 2022, 07:07:25 am
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.

But then again, I have a decent laptop. It gets a little slow in TCLs (for non-DDA players, it's a new endgame dungeon), refugee centers, and in the middle of towns, but it's tolerable.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on May 16, 2022, 09:03:02 am
Is the latest experimental for DDA still from November of last year, or is that section of the wiki completely obsolete?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on May 16, 2022, 09:34:38 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on May 16, 2022, 09:57:44 am
...awh. I liked Chezzo
Did you just admit DDA is programmed by AI?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on May 17, 2022, 01:54:33 am
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.
Also dust is a thing I probably need to do something about sooner rather than later, since loads of it came out when I blew into the fan one day.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on May 17, 2022, 11:02:45 am
Not sure then, no telling with DDA since I'm not keeping as much track of what they're up to these days.

In BN news, here's one PR I finally bothered to mess with yesterday. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1550) In a nutshell: It converts the need to sterilize bionics from the end product of two item use actions (autoclave pouch and autoclave) or a use action and examine action (autoclave pouch, and furniture or vehicle autoclave) to the item mending menu for faults.

The main benefit of this is being able to immediately implement electric-grid autoclaves using the existing ability to fuel furniture tools using the grid, making it way less clunky to use if you find one. You could keep wrangling batteries as normal, or you could plug it in if your base has power set up, without having to convert it to vehicle use first.

The other benefit? Faults not only define what you need to fix them, you can define multiple methods for fixing them. Per suggestion I tinkered with an alternative method that doesn't involve and autoclave and can optionally not use a pouch, but requires higher skill.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on June 01, 2022, 09:59:14 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 01, 2022, 10:27:05 pm
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?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on June 01, 2022, 10:59:14 pm
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?
You mean appliances? Yeah, in my last run I had a base with an appliance fridge and nothing threw any errors.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 01, 2022, 11:29:12 pm
Nice. Can't recall if there's any other noteworthy bugs but then again I kinda only really start up DDA to make sure my mods still work.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 05, 2022, 10:02:01 pm
So here's a discovery I made. DDA's version of MSX tileset does not credit me as a previous contributor: https://github.com/CleverRaven/Cataclysm-DDA/blob/master/gfx/MshockXotto%2B/Credit.txt (https://github.com/CleverRaven/Cataclysm-DDA/blob/master/gfx/MshockXotto%2B/Credit.txt)

Quote
List of previous contributors:

Sir Hoder, Tsu's, Waldo, Coleen, Deon, Blockhead, Arex, Mshock, egomassive, Ragamer, ChunkofMeat,
Ruxe, Oakforce, Xotto, Chezzo, Arkenstone1, SomeDeadGuy, budg3

Literally my first ever PR to DDA was making the MShock Modded tileset: https://github.com/CleverRaven/Cataclysm-DDA/pull/11707 (https://github.com/CleverRaven/Cataclysm-DDA/pull/11707)

This was what Xotto's team used to make the MSX set, PR their discourse thread: https://discourse.cataclysmdda.org/t/20170216-big-sprite-update-mshock32xottoplus-tileset-oversprite-tileset/11301 (https://discourse.cataclysmdda.org/t/20170216-big-sprite-update-mshock32xottoplus-tileset-oversprite-tileset/11301)

Quote
Base MShock32 Modded, Xotto plus his works.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 06, 2022, 02:09:42 am
Is there anything you can do to get yourself credited?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 06, 2022, 02:42:13 am
Is there anything you can do to get yourself credited?

Given DDA's version of MSX is updated from a separate repo Erk owns, I did make a PR here: https://github.com/I-am-Erk/CDDA-Tilesets/pull/1366 (https://github.com/I-am-Erk/CDDA-Tilesets/pull/1366)

Question is whether they'll acknowledge this and merge it, or tell me to fuck off.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on June 06, 2022, 02:45:25 am
Or merge it and ignore crediting you.  :P
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 06, 2022, 10:45:14 am
Or merge it and ignore crediting you.  :P

I mean, the PR literally only changes the credits file so good luck.

Instead so far I get this response:
(https://cdn.discordapp.com/attachments/831347917809909803/983391241637085316/unknown.png)

I was tempted to respond with basically "are you SERIOUSLY dropping a 'prove it' response and replying to my mention that there are 33 fucking PRs I did with asking me to sift through every single one to list every last sprite I made" but eh. Chances are even if I did confirm that they still had sprites I made in the tileset, they'll likely remove them just so they don't have to credit me.

Which is not what the POINT of credits.txt is, given it's supposed to list everyone who came before and put some work in keeping this tileset lineage alive, because if that was the point they would've removed...I think either Blockhead or Hoder, can't recall 100%, from the list since one of those old tileset authors was the one who added the stolen Minecraft mod sprites that sparked all this tileset drama a few years back.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on June 06, 2022, 10:44:13 pm
SomeDeadGuy. He also threw a fit over trans representation in the game and left the community (after already being banned off the non-Nazi-filled server). He's a dick.

No comment on the credits thing, honestly I don't know enough about it.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on June 06, 2022, 11:40:16 pm
Having checked the PR, it seems that everything was worked out amicably, which it... would be nice for Random_Dragon to mention here.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 07, 2022, 01:11:44 am
Bit belatedly, yeah. The method they used seems a bit of a copout but guess it sorta works, they changed the file to link to DDA so it's supposed to be able to grab continuation history from that, while still not adding to the actual "previous tileset maintainers" section.

Got busy with stuff and then was reluctant to bring it up again because I'm still not sure what to make of their solution (https://github.com/I-am-Erk/CDDA-Tilesets/pull/1368 (https://github.com/I-am-Erk/CDDA-Tilesets/pull/1368))

Quote
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on June 08, 2022, 10:07:30 pm
Four-digit issue, it's been there for years.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 09, 2022, 12:36:55 am
Might be worth porting to BN, will have to see...
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 09, 2022, 02:55:16 am
But think of all the new sprites they're gonna need now.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on June 09, 2022, 12:18:17 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 10, 2022, 02:26:09 am
Wait that's what they're doing, but it looks so bad that way.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on June 10, 2022, 11:17:06 am
I noticed on the CBN github there are 2 versions for win32 and win64 , the ones compilled with msvc and the one that do not.
From this thread i remember there were efforts to fix the msvc version made as it was improving performance noticably, so if it's better/faster/etc... why waste time in making non-msvc win32 and win64 versions ?
Is there something specific to those ?

Ugly, but you don't usually drive diagonally for very long

If more of those real world locations mods like that Massachusetts one in CDDA are created, it's possible diagonal driving could become a lot more common
https://www.reddit.com/r/cataclysmdda/comments/n32lj3/real_world_map_generation_now_with_roads_water/
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 11, 2022, 02:26:51 am
When do we get to the point where we can get the entire US in game?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on June 11, 2022, 11:11:21 am
I once had a wasp fly into my car while I was driving diagonally. Had to lure it out and then shoot it. Glad that changed.
Title: Re: The Cataclysm games thread.
Post by: Lidku on June 12, 2022, 03:01:14 pm
I wonder, will Mechs ever be added to Cataclysm DDA? Is that possible?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 12, 2022, 04:37:18 pm
I wonder, will Mechs ever be added to Cataclysm DDA? Is that possible?

They're in both DDA and BN, but they have a number of problems with them. BN recently had some tweaks to their spawns to show up more reliably and fix a spawn bug (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1574) that I'm 75% certain is probably still in DDA.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 29, 2022, 04:59:42 pm
Meanwhile in BN, I've been finally able to fix up all the issues with my planned overhaul for autoclave and CBM sterilization PR.

And in DDA...they're planning to make it so you need to earn achievements in order to unlock scenarios and professions: https://github.com/CleverRaven/Cataclysm-DDA/pull/58804 (https://github.com/CleverRaven/Cataclysm-DDA/pull/58804)

Free advertisement for BN I suppose!
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 30, 2022, 01:20:07 am
It seems like they want do to more and more dumb shit with that game now days, and I'm still waiting for them to start ripping more stuff out because of the lack of realism.


Also at some points it seems like Erk and Kevin are the same person, I mean they seem to agree on everything and act the same way, it's kind of weird.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 30, 2022, 01:35:47 am
Yeah, I have my doubt that the method to skip the progression will be functional, since they seem to lean towards achievement locking as being default behavior, for them that tends to eventually mean mandatory behavior.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on June 30, 2022, 02:56:28 am
I'm not sure where is the problem there, i mean unlocking features through character progressions/achievements is rather standard gaming since decades.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on June 30, 2022, 04:22:10 am
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?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on June 30, 2022, 06:51:03 am
Probably can be done the same as in other games with featues locked at start : just cheat with files to unlock everything from the start ?
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on June 30, 2022, 08:40:24 am
Stuff like this makes me happy that BN exists.
Title: Re: The Cataclysm games thread.
Post by: Lidku on June 30, 2022, 08:45:54 am
I'm not sure where is the problem there, i mean unlocking features through character progressions/achievements is rather standard gaming since decades.

I personally think it's a problem because Cataclysm DDA is supposed to an Apocalypse Simulator/Sandbox game. 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.

I'll be disappointed in CDDA if they go through with implementing such mechanics.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 30, 2022, 09:04:15 am
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.
Title: Re: The Cataclysm games thread.
Post by: AllOfThem on June 30, 2022, 10:51:31 am
Quote
It's funny because they're so adamant that DDA is a simulator and not a game,

No one says that, the first sentence on the main page of the github of the game is literally
Quote
Cataclysm: Dark Days Ahead is a turn-based survival game set in a post-apocalyptic world.

No one working on the game is saying this is not a game.
Title: Re: The Cataclysm games thread.hu
Post by: heydude6 on June 30, 2022, 04:01:03 pm
And Darth Vader never said “Luke, I am your father!”

Nevertheless Vader still told Luke that he was his father, and the DDA Devs generally still prioritize “realism” over fun gameplay.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on June 30, 2022, 04:10:02 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on June 30, 2022, 04:57:19 pm
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.

Spoiler (click to show/hide)




Title: Re: The Cataclysm games thread.
Post by: Putnam on June 30, 2022, 05:59:44 pm
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.

"shitpost" doesn't mean "post i disagree with"
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 01, 2022, 12:45:49 am
Quote
It's funny because they're so adamant that DDA is a simulator and not a game,
No one says that
I'm pretty sure I saw Kevin say that.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 01, 2022, 12:48:49 am
Either Kevin or Erk has definitely made the argument before, yeah. Not sure where though, just that the comeback of "well of course, because a game is expected to be playable" was very tempting when I first saw that remark.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 01, 2022, 04:02:47 am
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.

In general, this feels like more knee-jerk drama and overreaction that will be forgotten about in a month. Plenty of other roguelikes and roguelites have this kind of meta-progression, and for good reason. Having too many options available to new players tends to lead them into doing things that sound cool but simply can't be pulled off by them. I bet if the BN devs did this, we wouldn't hear a single peep here. But no, Kevin and Erk are literally the second comings of Hitler and Stalin, and nothing they ever do is good, any design decision they make is meant to remove fun, and every out-of-context quote from them represents their intent. Grow up. The whining here is some amazing motivation for me to make PRs for DDA.

I actually think realism is fun, TBH. Part of why I don't play BN, the other part is that 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.
Title: Re: The Cataclysm games thread.
Post by: Duuvian on July 01, 2022, 04:28:53 am
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.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 01, 2022, 06:28:28 am
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.
Title: Re: The Cataclysm games thread.
Post by: Putnam on July 01, 2022, 09:52:41 am
I don't play BN entirely because there's no pockets and there will never be pockets and I don't really feel like making a "BN-with-pockets" fork, even though I know it's in my abilities, because that would take too long

The pockets thing is the main umbrage I take with the ethos (pathos?) behind BN; like, pockets are actually fun and convenient compared to what BN has, at least in my short experience trying it, but they don't let you carry a gun once you have three messenger bags or whatever so they're anti-fun, I guess?
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 01, 2022, 10:37:57 am
pockets
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 01, 2022, 11:08:49 am
Yeah, pockets too.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 01, 2022, 11:17:15 am
Do that pocket thingy needs to be implemented directly in the code ?
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 ?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 01, 2022, 12:13:16 pm
Do that pocket thingy needs to be implemented directly in the code ?
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 ?
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 01, 2022, 12:23:38 pm
I guess it's another case of
Quote
That is sad but not unexpected.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 01, 2022, 12:29:53 pm
I guess it's another case of
Quote
That is sad but not unexpected.
Yep.
Title: Re: The Cataclysm games thread.
Post by: Putnam on July 01, 2022, 02:00:43 pm
Technically I didn't actually look at all the effort it would take, I just guessed based on what I saw of container code when I was doing optimizations here and there. But what I saw suggested that pockets (as "containers") are super duper all over the place in the code, which, yeah, pain.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 02, 2022, 03:25:19 am
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.

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?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 02, 2022, 05:53:41 am
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.

Title: Re: The Cataclysm games thread.
Post by: Lidku on July 02, 2022, 07:00:53 am
I just use Freeform when creating a character.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 02, 2022, 07:27:50 am
I just use Freeform when creating a character.
Me too.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 03, 2022, 06:46:08 am
(toad-edit: response to removed section removed)

To change the uncomfortable subject, How To Explain Cataclysm Dark Days Ahead To Any Normal Human. (https://youtu.be/0Ie1G1EIo5o)
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 03, 2022, 08:10:36 am
Will the Nether Realm ever be implemented in any of the Cataclysm branches? It's been years.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 03, 2022, 08:27:43 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 03, 2022, 09:18:09 am
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).

I really can't leave this part be, because the image you posted SPECIFICALLY used two of the three people I already mentioned had been banned for their actions as examples, shiffith and rosecrypto. Saying "this place allows these troublemakers to remain" and then including people who've been removed for their behavior as evidence of this is kinda irritates me, especially since a lot of the other examples listed there are definitely reaching.

Hell, you didn't even actually include a good example of the kinda stupid things rosecrypto was prone to posting.

As for posts on there that actually are suspect, I haven't seen activity from The Lost (EDIT: got these two names mixed up, whoops) and GiesOther since before I became a moderator, if they resume posting and start acting up such behavior obviously should be brought to my attention.

SzQ has also been...I'm not sure what to make of him, he's not in the same bunch as the alt-right trolls but he's definitely gotten muted for his behavior at least once already. Nothing ban-worthy has been posted since I ended up being made a moderator to my knowledge (yet), but plenty of things have warranted a deletion.

EDIT: Looking into post history. The Lost has actually been active since then but so far their activity since then looks to be mundane game discussion and at one point getting salty about a game they had trouble with in the other-games channel.
Title: Re: The Cataclysm games thread.
Post by: ZebioLizard2 on July 03, 2022, 09:55:29 am
There's been a lot of drama in this topic suddenly..

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 03, 2022, 09:58:28 am
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.

Okay yeah, back on topic, I've got an assortment of follow-up PRs I oughta do, if anything. Been hard to find time and energy to work on a lot of it. @.@
Title: Re: The Cataclysm games thread.
Post by: zaimoni on July 03, 2022, 10:28:49 am
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.
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.)

Once one of the location representations is a map-position pair rather than a position, the nether world is no longer technically blocked (just need content at that point).  This also helps w/NPC vehicle driving, etc. (being "in a vehicle" is then read off the location, rather than inferred).
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 05, 2022, 03:12:38 am
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.


(toad-edit: response to removed section removed)
Title: Re: The Cataclysm games thread.
Post by: None on July 05, 2022, 11:27:32 am
(toad-edit: response to removed section removed)

--

Can Cataclysm still run over ssh/telnet, and does it still support asynchronous world updates? I recall a lifetime ago that you could host a world and see the aftermath or (relative) ongoing mayhem of other users' saves.

'Course, game was less complicated back then too.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 05, 2022, 11:56:28 am
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.

Sounds like good fodder to port over to BN since it's something I wanted to look into one of these days.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 07, 2022, 01:59:21 am
To get things back on track, I started some basic work on something in Arcana: https://github.com/chaosvolt/cdda-arcana-mod/pull/264 (https://github.com/chaosvolt/cdda-arcana-mod/pull/264)

In short, just some adjustments to how the durations of certain spell effects scale up. In particular, debuff/DoT/paralysis effects all felt kinda out of line, and I'd also been meaning to nerf summoning durations a bit more too. In particular Confuse Monster got a bit of an extra nerf, getting a bit less AoE at max level. Still WIP so far.

As with spells in Arcana overall, they should still lean towards a balance point of "actually usable out of the box" compared to Magiclysm spells at minimum level, hopefully while reducing some of the ability to cheese certain spells.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 09, 2022, 09:53:14 pm
Spoiler: Difficulty sliders (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 10, 2022, 12:53:25 am
That all seems very vague is there a away to get the raw numbers that dictate those things back?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 10, 2022, 02:04:38 am
That all seems very vague is there a away to get the raw numbers that dictate those things back?
Yeah it's optional.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 10, 2022, 04:31:18 am
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?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 10, 2022, 04:57:40 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 10, 2022, 08:19:45 am
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?
"Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 10, 2022, 11:37:22 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 11, 2022, 03:16:53 am
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?
"Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.
That's it I was expecting more 3x spawns isn't that bad, I was expecting more.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 11, 2022, 07:41:48 am
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.
TBH, the policy is that mods that don't radically change the setting or gameplay get mainlined.

And actually, this experimental cycle saw quite a few in-repo mods that do change the setting or gameplay get added. CRIT got reworked into another mod that was more stylistically consistent instead of a bunch of random crap but that's a positive.

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?
"Punish me more": Monsters are 50% tougher, 20% faster, and spawn 3x more. Items are half as likely to spawn.
That's it I was expecting more 3x spawns isn't that bad, I was expecting more.
The increase in stats makes up for it, TBH. Monster speed is very dangerous.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 12, 2022, 05:28:32 am
Increasing the creatures HP has always seemed kind of gamey to me, but the speed changes those are the real challenge right there.

If I remember right 30X zombie spawns with 100% faster running, is pretty much like 28 Days Later in the middle of a big city and as soon as they notice you you're already dead.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 12, 2022, 09:09:06 am
This made me think, i usually like playing with old movie style zombies : slower than player but making the difference with numbers.
But even when i had them slightly slower than the player, the feral zombies were a huge threat when i wasn't yet well equipped

I never played with zombies being actually faster than the player (i mean setting their speed superior to 100%) , i remember some zombies (feral i think) being still faster than the player and when not yet well equipped that was a big threat.

I wonder how the game must be if you set the zombie speed to more than 100%, whole hordes sprinting faster than you must be something utterly insane.
Title: Re: The Cataclysm games thread.
Post by: Lidku on July 14, 2022, 06:25:16 pm
Are naval warships in any of the versions of Cataclysm?
Title: Re: The Cataclysm games thread.
Post by: Toady One on July 14, 2022, 09:07:54 pm
(removed the offsite person that showed up and a few posts surrounding that - continue to veer away from drama and such and all will be well)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 14, 2022, 09:46:25 pm
Thanks, hope things continue to go aight here. To get back on track...

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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on July 14, 2022, 10:48:51 pm
Theoretically, the game could have a Naval Vessel belonging to the Federalists off shore. That would be cool
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 15, 2022, 12:32:19 am
What about the aircraft carrier that they recently added to the game?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 15, 2022, 01:34:51 am
What about the aircraft carrier that they recently added to the game?

To my knowledge that's a location/overmap special technically, in the same vein as the wrecked ship that has the razorclaws. Given the latter has been in for much longer I'd guessed that Lidku was more curious about fleshed out aquatic vehicles, but most relevant locations in the form of static ships could be interesting too.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on July 15, 2022, 08:19:04 am
Yeah, the aircraft carrier is just a location (and a well-designed and fun one at that), you can't take control of it or anything. I did hear something about big barges being planned to be added. Would be a cool mobile base location.

Also I wonder what the offsite person said.

Theoretically, the game could have a Naval Vessel belonging to the Federalists off shore. That would be cool
That's the plan... when the ocean is added.

As for myself... I have wanted to become a contributor for a while now, and I finally settled on what I want to add: more variants for buildings, because the interiors feel a bit cut-and-pastey sometimes.
Title: Re: The Cataclysm games thread.
Post by: Toady One on July 17, 2022, 02:59:41 pm
(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 17, 2022, 03:39:22 pm
(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)

Hmm, I'm curious where. :/
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 17, 2022, 09:26:32 pm
Yikes lol.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on July 17, 2022, 10:06:12 pm
Thanks, hope things continue to go aight here. To get back on track...

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)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 17, 2022, 11:25:37 pm
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)

Based on that, best bet here for a naval addition to Tankmod Revived is looking to be the Sentinel class (https://en.wikipedia.org/wiki/Sentinel-class_cutter), since it's a cutter in active service, with 25mm guns, and while it says only 40 have been made the page does say a total 64 are planned.

So if I made its vehicle mockup consistent with the size of most of the vehicles in Tankmod Revived, we'd be looking at 55-60 tiles long and about 15 tiles wide.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 18, 2022, 12:48:05 am
(removed much of the ~July 3 drama as it was continuing to cause problems elsewhere)

Hmm, I'm curious where. :/
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.



Also I thought the problem with adding big boats was the lack of multi Z-level vehicles?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2022, 01:28:47 am
Also I thought the problem with adding big boats was the lack of multi Z-level vehicles?

That's part of it, though you could hypothetically mock up a layout that looks good enough in 2D to work (like how Tankmod Revived has to make do without actually having top-mounted hatches). The other problem however is definitely going to be that a realistic-sized cutter, or even a good number of realistic-sized patrol boats, will be far too long to handle traveling along a river.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 18, 2022, 04:03:11 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on July 18, 2022, 05:38:29 am
I heard 0.H experimentals (i.e after 0.G comes out) will have multi-Z 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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 18, 2022, 05:53:18 am
With multi-z level vehicles, it will be time for a Bagger 288 to shine.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 18, 2022, 10:18:21 am
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.

Quick wiki search says the Sentinel-class is 154 feet long and 26.6 feet wide. Like I said earlier, if I made those roughly proportionate the other vehicles on Tankmod Revived, we're looking at 55-60 tiles long for a Sentinel-class cutter.

Maybe somewhere in the neighborhood of 40 tiles long if I based it off the Island-class cutter instead (110 feet), but that's the one being replaced with the Sentinel.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 19, 2022, 02:12:41 am
That's not as big as I thought it would be.

I think the biggest vehicle I made in game was as wide as a road and longer than a bus, if I remember right it was bigger than a house.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 19, 2022, 11:35:47 am
Yeah, you can definitely get way crazier. Just that's probably the upper limit for anything that's expected to stay water-bound unmodified.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on July 19, 2022, 12:33:30 pm
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)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 20, 2022, 01:28:09 am
So will there be a limit to how tall you can make stuff or will I finally be able to build a cathedral on wheels?

Also when we getting the ability to walk on the roofs of cars?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 20, 2022, 04:13:03 am
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)

:D
This made me look at the wikipedia entry to check its length and height, only to notice that there's a Bagger 293 that look the same but is very slightly longer and heavier than the 288.
With some tweak, it would make for a magnificent machine of total zombie destruction.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 20, 2022, 10:34:49 am
Wait, is someone actually on 3D vehicles, or is this a wishlist thing since naval vehicles got brought up and they'd benefit from them the most? o.O
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 20, 2022, 12:48:18 pm
If 3D vehicles become supported you can be sure people will have tall mobile fortresses (https://www.youtube.com/watch?v=plA7N05y81M) moving around :D
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 20, 2022, 04:31:15 pm
Having a Bagger just wouldn't be right without also having multi tile monsters so that you can fight kaiju. ;p
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 20, 2022, 04:31:45 pm
Ooh, and sea monsters to fight in your patrol boat.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on July 20, 2022, 09:31:10 pm
Having a Bagger just wouldn't be right without also having multi tile monsters so that you can fight kaiju. ;p
It would be nice to see the Bagger used for it's intended purpose.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 20, 2022, 10:16:53 pm
Yes, killing Godzillas and Death Robots from the Future.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 21, 2022, 12:12:30 am
Who cares about mining coal when you could kill massive amounts of things with it!
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on July 21, 2022, 12:16:15 am
The bagger 288 contains an artificial mind.
This mind is full of hatred; violence is its vole vocation!
Title: Re: The Cataclysm games thread.
Post by: Robsoie on July 21, 2022, 02:58:48 am
the possibility to have multi tile creatures (on every directions, z level included) would be amazing even more if they can also destroy buildings when they move through them.

I remember that giant multi tiles (z-level included) colossus in one of the Kyzrati's X@COM (https://xcomrl.blogspot.com/) missions it was absolutely working great.
he wrote an article about multi tiles creatures :
https://www.gridsagegames.com/blog/2020/04/developing-multitile-creatures-roguelikes/
Title: Re: The Cataclysm games thread.
Post by: ( Tchey ) on July 21, 2022, 11:38:58 am
I loved X@COM !
Cogmind is great, but still, i’d have loved the time and effort going to X@Com instead !
One day, maybe, one day...
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on July 29, 2022, 08:36:18 pm
Meanwhile in BN, I recently PR'd some updates to lab spawns (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1764) and a code tweak to make the "experiment cell" starting location less finicky.

And also done today: (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1765)
(https://user-images.githubusercontent.com/11582235/181853978-08f8d63e-7779-4943-8b2f-1c390794086d.png)

I ran into a LOT of weird buggy NPC behavior while testing this, I was able to fix one facet of it and make it easier to test a few other elements, in service to testing a smol feature where the player gets fair warning when an NPC is about to shoot them.

On a whim I went and looked at how NPCs act when you piss them off in DDA and turns out that they bug out in most of the same ways, with only a few differences that still largely lead to the same results. Some things never change in Cata, it seems.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on July 30, 2022, 03:11:58 am
I wish the spawn rate thing for monsters was separate from the one for zombies, because holy shit does the entire planet turn into a laggy mosh pit when the dinosaurs start killing everything that exists.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 13, 2022, 04:25:02 pm
Weirdness of the day. I grabbed today's build of DDA to test some updates to Cata++ for Noct, and...well, all this nonsense ensued basically on turn zero.

(https://i.redd.it/qbk04grrdjh91.jpg)

In order:

Good news is the bug I was testing to see if it was finally fixed is no longer present, allowing me to remove two layers (needing to spawn an advanced UPS in NPC inventory because UPS weapons finally worked with NPCs but battery-fed guns were broken, then having to swap the advanced UPS for a normal one because DDA dummied those out) from the onion of workarounds that goes into allowing Cata++ NPCs to use energy weapons in DDA, instead of having to paint a new layer on.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 13, 2022, 09:41:40 pm
Strange, I just started another run in vanilla and my starting evac shelter NPC didn't do that. Probably a bug with the mod?

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 13, 2022, 09:50:06 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 13, 2022, 09:59:43 pm
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.
Well I dunno then, never happened to me. It's not like it's a gamebreaking bug.
Title: Re: The Cataclysm games thread.
Post by: bloop_bleep on August 13, 2022, 10:35:43 pm
It's daily build being the daily build. It just does obvious bugs sometimes.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 13, 2022, 10:45:18 pm
Yeah lol. Breaking news: experimental build of game is kinda buggy.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 13, 2022, 11:22:05 pm
It's mostly just amusing how things are acting weird on basically turn zero, before I've even taken a single action, with multiple odd things all happening simultaneously. Then again, given just about every time I've started up a new build for the past 2 years or so has had something weird happen in the first minute or so, and how I recall that "every NPC on the map spams messages involving shuffling their inventory on game start" is something I've seen multiple times in past builds (good god it gets bad when you do a refugee center start), this being shrugged off as normal says...interesting things about the current state of a game that's supposed to be on the path to a new stable release.

On the plus side, LAST time I tested a build the issue of the day was "NPC can't even see past 4 tiles when hostile and refuses to use their gun 90% of time" was the problem of the day (as one of many ways in which NPCs ability to ever actually successfully shoot you basically can't ever stay fixed in Cataclysm period, this isn't even unique to DDA), and I didn't run afoul of it this time...
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 13, 2022, 11:35:43 pm
I mean, the priority is bugs that actually affect gameplay. And they are being fixed. This probably will be too eventually but meh. NPCs are really hard to code anything for, I can't blame them.
Title: Re: The Cataclysm games thread.
Post by: bloop_bleep on August 13, 2022, 11:42:54 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 13, 2022, 11:44:14 pm
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.
Title: Re: The Cataclysm games thread.
Post by: bloop_bleep on August 13, 2022, 11:53:40 pm
Ahh, ok. Yeah, I'm sure they'll get around to it eventually.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 14, 2022, 01:45:37 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 14, 2022, 02:53:54 am
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.
Yeah that's an oversight, I'll PR it to occupy the "personal" layer instead.

And it's been there for years now lol.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 14, 2022, 03:21:01 am
But why did they bring it back when they made such a big deal about how they got rid of it.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 14, 2022, 04:29:20 am
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?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 14, 2022, 05:24:21 am
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.

Also I've never had a dream about this game not sure why as I've played the shit of it.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 18, 2022, 09:46:36 pm
Pride flags got added. As a bi man, I very much approve.

Oh and as usual, bigots came out of the woodwork to protest the change (that didn't harm them in the slightest) and were struck down. :)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 18, 2022, 10:24:02 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 18, 2022, 10:25:50 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 19, 2022, 03:24:07 am
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?


Also in case anyone didn't notice a while back they removed the ability to repair military compost armour.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 19, 2022, 07:31:23 am
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?


Also in case anyone didn't notice a while back they removed the ability to repair military compost armour.
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 19, 2022, 10:53:24 am
also why the hell can't you use flags for curtains?

Constructions are a pain in the ass, since unlike items terrain/furniture has no code support for remembering what went into making them. They'll always return whatever the deconstruction entery says to output, so what goes in needs to make sense with what goes out.

At some point some innawood constructions got set to allow makeshift cordage and ropes for example, but this can transmutate string into makeshift cordage as a result, presumably because if it returned string instead you could turn makeshift cordage into string, and then get usable thread out of straw via a convoluted exploit.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 20, 2022, 03:54:53 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 20, 2022, 07:29:32 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 20, 2022, 10:08:00 am
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.

Same deal, vehicle parts also lose recipe data once an item goes into it.
Title: Re: The Cataclysm games thread.
Post by: Il Palazzo on August 20, 2022, 04:16:57 pm
Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 20, 2022, 07:36:18 pm
Is it possible to roll a world without labs at all? I've been driving around for months now, and haven't found any.

I believe a Zero City start has no labs/military bases.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 20, 2022, 10:00:49 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 21, 2022, 12:15:37 am
Ah, so they might be harder to find in DDA.
Ok
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 21, 2022, 03:41:27 am
Some times you can find a lab entrance in random house basements in towns, also I think you can find smaller labs attached to subway tunnels.
Title: Re: The Cataclysm games thread.
Post by: Il Palazzo on August 21, 2022, 04:34:37 am
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.
Yeah, it's DDA.
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 21, 2022, 04:40:05 am
If you see a place with research in the name that has a lab under it, from what I could tell it is quite big and filled with hostiles, never been inside though, usually die before I can try.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 21, 2022, 04:51:19 am
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.
Yeah, it's DDA.
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.
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.
Title: Re: The Cataclysm games thread.
Post by: Il Palazzo on August 21, 2022, 06:24:06 am
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?
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 21, 2022, 08:09:40 am
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?
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.
1. Try going to Z-4 and searching for "subway station?" (with the question mark) then.
2. I'm not exactly sure how to read the JSON for mapgen specials (I might be a contributor who wants to shoot for dev eventually but I haven't touched mapgen stuff yet) but I think it's at least one per overmap. The aboveground oldlabs are rarer than the newlabs but it should still be at least one per overmap. The ones you're thinking of are always connected to roads, though, if that's any help.
Title: Re: The Cataclysm games thread.
Post by: Il Palazzo on August 21, 2022, 08:24:20 am
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.
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 21, 2022, 08:59:19 am
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.
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.
That's bizarre. You got super unlucky I suppose.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 21, 2022, 12:44:30 pm
Bit belatedly, lab generation is pretty finicky since some of the main variants have relatively narrow city size requirements, and due to most of the easy-to-spot variants being unique specials with a low percentage chance of spawning.

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)

The idea of making the main lab specials non-unique was advised against by Coolthulhu but I was still able to bump up their percentages and standardize the city size ranges to be more forgiving. I also fixed a bit of code to make it better about placing the "experiment cell" part of labs to fix a common failure-to-start issue, because for some wacky reason they could ONLY spawn on a single edge of a single z-level of standard lab generation.
Title: Re: The Cataclysm games thread.
Post by: Il Palazzo on August 21, 2022, 04:03:19 pm
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.
So, I read there:
'3. Set all specials that can spawn the bog-standard lab_stairs to have a minimum city size of 4 instead of 10, matching that of prison labs. This should reduce vulnerability to generation failures depending on world settings.'

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.

I'm kinda convinced now this run is unsalvageable. My end game goal was riding labs, and I've spent way too many rl hours driving around looking for one instead of having fun. The save size is now over 1GB, and I don't think any labs will decide to start spawning any time soon. Something finicky is going on, definitely.
Oh, well.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 21, 2022, 09:33:31 pm
Yeah that could be the reason. Bigger cities would help.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on August 22, 2022, 12:03:39 am
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.

Looked at DDA's overmap specials and it seems to be generally all the same settings as BN prior to the PR, so my guess is a mix of weird luck and possibly a non-standard world setting exacerbating it.

The changes added should make things more robust in BN at least but I'll want to do some more follow-up testing in abnormal worlds to get a better feel for the overall impact. Still so much I oughta do, weh. @.@
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on August 22, 2022, 01:29:53 am
Maybe it's worth uploading the no-lab world?
Not necessarily the save itself, but just the World?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on August 22, 2022, 03:38:24 am
Oh also, you can change the world setting mid-run. You will need to explore quite a bit to find larger cities in that case, but it should work.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on August 22, 2022, 04:04:32 am
I thought city size and spacing were some of the setting that required world reset in order to take affect.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 11, 2022, 12:03:11 am
IRL stuff continues to make it hard to do a lot of BN stuff, but I did work on and off on something for Arcana I'm self-PRing to tinker with over time: https://github.com/chaosvolt/cdda-arcana-mod/pull/274 (https://github.com/chaosvolt/cdda-arcana-mod/pull/274)

In a nutshell:

Basically, I'd been wanting to add a cold-type ranged magic weapon to Arcana that isn't magitech-based for a while, someone was suggesting I should add a transforming weapon at some point, and I realized that of the three main faction arcanist books Sagnuine Codex gets the short end of the stick in terms of weapon and armor items. This pokes at all three of those ideas at the same time. Fitting since a friend's ideas that inspired the general early concepts of sanguine shrikes (the expected users of this item) were very overtly Bloodborne-inspired.

Still tinkering with general details and balancing, plus some other stuff to add before I need to also implement the changes to the DDA version of the mod, right now it's all in the BN version. One thing I've learned about transforming items, always make sure the non-gun state has ammo type and max charges, that way if you change it you won't risk eating the ammo. As it is though, I have it set so that the melee form can neither be reloaded nor unloaded, requiring you to change it to pistol form to do either. The game-balance reason for that is so the player can't cheese the fact that I don't think there's any way to set reload rate of tools. As for in-universe reason, those are flintlock barrels so. My mental image is that the barrels are probably not as exposed and may be blocked in some way (unlike what the model for its inspiration depicts) in sword mode, on top of the lockwork probably not engaging the flashpan. That'd logically preclude accessing the muzzle for a muzzleloading firearm.

The big thing I'm pondering is ammo type. Right now it uses flintlock ammo, and as such the cold-type damage its pistol form adds is fairly low, as the base damage of the ammo will already be fairly high. If I used blood essence, the damage could be pure cold-type and purely from the gun's info. Only problem there is that I've yet to port over the ability to set exactly how much ammo per shot a gun uses from DDA to BN. Since I'd rather my items have parity between the BN and DDA versions as much as possible, that means I'm limited to using 1, 20, 50, or 100 ammo per shot based off the old flags. As it's standard for magic ranged essence to have 20 damage when using blood essence, that limits my damage options to 20, 400, 1000, or 2000 damage per shot. 20 is not really that much more cold damage to justify losing the 50 damage paper cartridges gets (even if blood essence is potentially easier for an experience sanguinist survivor to keep in stock), while the other values are way too damn much. Making it use essence to deal same damage as the base impact of a symbol of judgment is another option but not sure.

I also had some ideas put together I want to test regarding summoned critters, some other time:
1. Convert summoning glyphs into mundane place_monster items instead of using transform hackery. This was needed to make it revert to a blank silver glyph afterward instead of vanishing. But, I can test if revert_to finally works sanely for mundane place_monster items. If not...
2. If needed, set it so summoned monsters drop a blank silver glyph when slain. The big thing is I've found that monsters summoned by spells don't call death drops, so a summoned monster available from both a glyph and a spell can correctly only yield a glyph when the permanent version is put down.
3. I want to test if ONLY robots can be taken back down into item form on examine, or if it works for any friendly/pet monster with revert_to_itype defined. If it does work, then I can help solve one of the biggest annoyances with glyph monsters (AI being garbage in every version of Cata for all eternity), by letting the player just scoop a glyph monster up and carry them up stairs or past whatever other crap might prevent them from following you properly. This can probably be a place_monster item that copies from the base glyph but has a 100% chance of the monster being friendly. After all, to get to that point you already needed to pass an arcana skill roll to ensure you placed it friendly, and making the player need to reroll and risk them spawning hostile any time they get stuck would be an annoyance.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 18, 2022, 10:16:54 pm
Whether or not water is poisonous seems to be tracked by body of water!

I found a shallow pond where I seem to be NOT getting poisoned!  WOW!


Hm, nevermind.  Got poisoned again.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 18, 2022, 11:14:27 pm
There's also some RNG to it. Famously, toilets have higher odds of poisoning you than swamp water. :V
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on September 19, 2022, 01:58:05 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 19, 2022, 03:01:31 am
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?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 19, 2022, 01:07:24 pm
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?

You can add Arcana to an in-progress game, surprisingly adding a skill to the skillset doesn't affect anything, the main effect ends up being that arcana-specific content doesn't start showing up until you visit new areas.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on September 19, 2022, 05:14:26 pm
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)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 20, 2022, 12:01:20 am
Self-PR'd an update to Arcana to try and see if I can get any feedback about the buffs to the boss monsters: https://github.com/chaosvolt/cdda-arcana-mod/pull/278 (https://github.com/chaosvolt/cdda-arcana-mod/pull/278)
Quote
* 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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 20, 2022, 02:23:18 am
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?


Trying to figure out how some of the new stuff works without having to dig through old PRs.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on September 20, 2022, 03:08:54 am
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?


Trying to figure out how some of the new stuff works without having to dig through old PRs.
1. Leather journal I think.
2. You need to bind the diary key, press ?.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 20, 2022, 03:45:21 am
Do I need an item for the diary key to work or is the journal for both?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on September 20, 2022, 04:00:15 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 20, 2022, 05:52:40 am
Thanks for the info, didn't realize that it was just a button press away.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 22, 2022, 03:22:31 am
Well, eventually decided the monster and weapon updates earlier were to my liking, so have another WIP Arcana update: https://github.com/chaosvolt/cdda-arcana-mod/pull/280 (https://github.com/chaosvolt/cdda-arcana-mod/pull/280)

Adds three new spells, all thematically connected to the Six Pillars book, and a new craftable armor item.

New spells:
* Magic Sign: Phase Shield. This is a defensive spell that works much like Shadowy Shield, creating an aura item that triggers an effect when enemies hit you. Instead of directly debuffing and damaging a single target each time however, instead it has a 10% chance per hit to shunt all hostiles within a certain radius around you away. This relies on area_push since teleporting spells don't play well with anyone but the player being targeted by them, especially from on-hit effects.
* Magic Sign: Earthweaving. This is a ter-transform spell that works on a single tile at a time, so it has a fairly low spell rank to fit. Any diggable terrain you target with it will be replaced by a root wall, or conversely root walls can automatically be reduced down to plain dirt. Likewise, a more narrow effect of it can turn natural stone walls into stone floor, and vice-versa.
* Magic Sign: Dark Lance. This expands the roster of offensive spells you can obtain as Magic Signs to include a cold-type option. Fires a beam attack, with its "sweet spot" for double damage being the first few tiles in that line, inflicting cold-type damage and blindness on targets.

And the new armor:
* Abyssal armor. Made by modifying a set of wyrmskin armor, this is basically mutant-friendly heavy armor with combat-oriented special abilities when activated. In addition to being shaped into plate-tier armor, activating it grants a whole host of positive and negative effects. The main abilities it presents are in constant pain recovery and being able to help rapidly set any broken limbs while it's active, but it also affects things like attack speed and dodging. In exchange however it tends to magnify aggression from mundane wildlife and weird monsters alike, being hit has a chance of actively granting a dose of nether fatigue, and it'll wear down your needs gain and healthiness. More importantly, its recipe requires you to outright sacrifice the ring of the fallen angel, making it an item that encourages you to favor the cursed blade (which it combos extremely well with) over the restored ritual blade. Effectively a sanguinist-leaning equivalent to the berserker armor from, well, Berserk.

Still some stuff I need to finish up as mentioned in the PR, but at present all the stuff needed for the above items to work as intended and be obtainable is present in the BN version of the branch.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on September 22, 2022, 03:40:30 am
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?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on September 22, 2022, 08:23:18 am
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)".
Title: Re: The Cataclysm games thread.
Post by: Lidku on September 23, 2022, 05:16:16 pm
Anyone ever thought how a Dark Souls mod for Cataclysm would work out?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 23, 2022, 05:42:02 pm
Anyone ever thought how a Dark Souls mod for Cataclysm would work out?

Something tells me that anything trying to replicate the general feel of playing a Soulsborne game won't work so well in a game with permadeath...
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on September 23, 2022, 06:00:57 pm
If you can work in respawns it would be a good base, maybe. The goal isn't to survive, but to avoid losing your mind or becoming corrupted.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 23, 2022, 08:03:52 pm
I suppose general theming and flavor would work too, but a competent version would basically be a full-on medieval fantasy TC..
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on September 25, 2022, 11:16:44 am
Finally got around to a bit more actually playing BN, and just barely scraped through one of Arcana's bosses that I'd recently buffed:
(https://cdn.discordapp.com/attachments/830916329053487124/1023485245292544040/unknown.png)

Basically, in another recent tweak (https://github.com/chaosvolt/cdda-arcana-mod/pull/278), I bumped the HP values of the main bosses from a range of 680-990 to 1000-2000, and adjusted armor values a bit, generally just rounding everything up (or sometimes down, if it'd make armor values vary more) to a multiple of 5. General goal was making the bosses last at least long enough against a better-equipped character to show off some of their special abilities, and making their armor vary enough to actually be meaningful.

My character had more in the way of tricks than raw brute force, compared to a late-game survivor. Mid-level combat skills, armor that's good but not really heavy enough to stand up to the dracolich in a sustained melee, and a weapon that's excellent against basic enemies but happens to be a piercing weapon with rapid strike against a boss that has an okay level of stab protection. But what I did have was a martial art that worked well with the weapon (in exchange for debuffs that meant I couldn't really dodge-tank), a few utility spells to level the playing field, and some charges of acid spray from the wyrmskin armor to add a bit more damage.

If I'd made use of the two summoning glyphs I had with me earlier than I did, I could've probably had a much easier time of it, as then I'd be able to keep back and make full use of the shrike's misericorde's pistol mode, but one of them died fairly quickly so dunno how long they'd actually last. If I'd waited to bring the copy of History of Alchemy I found there back home, I could've returned with citrine incense for some emergency stamina regen if needed to run off more easily, make some space to reload, re-cast some Magic Signs, etc. That would've been even more useful had I taken time to learn and probably level up an offensive spell, too.

So I think this test does give me a feel that this more or less accomplishes what it was supposed to. The dracolich lasts a lot longer, so I expect a better-geared character would find it more of a fair fight, unless you cheesed it with a LAW, or by just using clairvoyance and dropping target_attack spells on it from the other side of the wall, that one I don't really have any viable way to develop a counter for. But at the same time while it'll definitely mutilate an unprepared character, a more mid-game character like the one I brought against it can make it work by throwing every trick the mod gives them at that point, which seems fitting since I do like the idea of Arcana's bosses being trickery but having multiple ways to work around their various strengths.

About the only thing I'd change is make sure that the dracolich's "charred vomit" spell it sometimes uses instead of its breath weapon can't apply the corrosion status effect directly onto the target, because it's flavored as just a mundane "tried to breathe flames but failed" type attack, and I was wearing armor that's immune to acid.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 15, 2022, 07:27:04 pm
I missed it but 10 days ago CBN released Stable version 0.1 , here the big changelog (though i'm not sure of in comparison of which version it's listing the changes as some of them seems to be already present in CBN since years, maybe it's the changelog from when they forked CDDA ? ) :
https://old.reddit.com/r/cataclysmbn/comments/xw1aab/cataclysm_bright_nights_stable_v01_version/

But work didn't stopped, there have been already 6 experimental versions released since this Stable one.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 15, 2022, 11:20:26 pm
Yep, I was gonna post an update here about it but forgot. Some highlights of stuff I've done since 0.1 was released:
1. Deactivatable monsters like robots now play better with also being pets. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1931) This opens up two updates I followed up with, one in BN and one for Arcana...
2. For BN, finally making the hauler bot obtainable in-game. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1933) This is a robot that counts as a pet when deployed, able to carry stuff and be led around. It's been reworked from its less polished debug-only state it was left in, less Spot and more BigDog.
3. And on Arcana's end, summoned monsters deployed by glyphs can be picked up afterward. (https://github.com/chaosvolt/cdda-arcana-mod/pull/275) The pet menu update was not only vital for making the revert_to_itype function less annoying, but also fixed a critical bug: in DDA, reverting a pet monster to item form deletes any stored items, equipped bags, and the like.
4. Vortices can now fight back, aren't hostile towards mutants. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1945) In the distant past, vortices had a knockback-delivering special attack that got dummied out because it had bugs that could crash the game. Problem was, they had no other way to harm the player but still counted as hostile, making them unique for being the only monster that was both hostile yet harmless. This was something I fixed via overrides in Arcana, so this basically just amounted to porting over that fix to vanilla BN. This was paired with an Arcana update (https://github.com/chaosvolt/cdda-arcana-mod/pull/284) that simply removed the unneeded changes.
5. Wraiths now only spawn shadows when they can see their target, shadows only trigger deathdrops if killed directly. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1947) This is some prep work that meshes with Arcana, basically making wraiths less of a spammy performance hog if left unattended, while also making it so you can't just idle out of sight and farm essence drops. This was followed up with an Arcana update (https://github.com/chaosvolt/cdda-arcana-mod/pull/286) that buffed drop rates for shadows now that you can't cheese them as easily.
6. Melee skill now actually matters for stamina burn of attacks. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1992) The code was set to have melee skill reduce stamina cost...by up to 10, when the actual costs tend to be 100-200+ stamina per swing. I set it to actually be proportional, maxing out at taking a full third of the stamina cost out of your attacks, consistent with how move cost of attacks uses melee skill.

And here's some notable recent updates that're still open:
1. Some tweaks to make mi-go locations less bothersome to tackle. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1962) This includes some minor stuff like making it so that smashing the smaller emitters doesn't just make even more heat to flood the place or making it so mi-go atmosphere doesn't hide fire or trip up NPC pathing, but the biggest update would be the nerve cluster. It shows up where you find NPCs in cages, as something that can open all the cages if interacted with, but it comes with a few nasty surprises if you take that easy route out.
2. The effects teleglow and nether attention give are completely overhauled. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1943) This in particular is aimed towards fixing flaming eyes giving out teleglow, since them rapidly giving you fungus after a single stare is just plain annoying to put up with. I didn't really like DDA's solution as Touched Mind is a fairly generic stat debuff, so instead nether attention leans a lot more heavily towards doling out mental-themed side effects, including some stuff that expands on the uses for psyshield artifacts (or tinfoil hats), while teleglow is much more heavily leaned towards dimensional instability type effects. Both are now visible, and some internal stuff involving how the hardcoded effects actually trigger got reworked to make use of effect intensities instead of duration.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 16, 2022, 04:06:46 am
I REALLY REALLY want to play a 40K mod for Cataclysm
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 16, 2022, 04:52:52 am
That would be pretty cool, it's a shame there aren't more total conversion mods, you'd think a game this popular would have several.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on October 16, 2022, 04:56:25 am
Looks like someone had started to make something 40K related, but it seems abandonned since several years :
https://github.com/Wulfle/Cataclysim-40K


Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 16, 2022, 02:44:27 pm
Looks like someone had started to make something 40K related, but it seems abandonned since several years :
https://github.com/Wulfle/Cataclysim-40K
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.
Although the setting seems perfect for Grimdark 40k.

EDIT: Oh look, we might just get an update.  YO RANDOM_DRAGON, DAT YOU I SEE AS CONTRIBUTOR?

EDIT2: Apparently it's broken. Something about how I can't play it because the Tyranids are the wrong color, sigh. I was using cataclysmdda-0.D-8574-Win64-Tiles, since I wasn't sure if anything newer would work.
EDIT3: OK, I ripped out the monster files, and got to character creation. Let's see how far we can go!
EDIT4: Yeah, I can't start as a Guardsman, so I've lost interest.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 16, 2022, 07:59:37 pm
YO RANDOM_DRAGON, DAT YOU I SEE AS CONTRIBUTOR?

A long time ago I helped contribute to that mod, yeah. Problem is, if I recall, we were coordinating and discussing things back on the old DDA SMF forum, right at the tail end of my time when I was active in the community there before yet another argument between Kevin and I led to the usual outcome.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on October 17, 2022, 01:18:05 pm
So I guess an update isn't in the cards. Darn.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 17, 2022, 05:02:43 pm
So I guess an update isn't in the cards. Darn.

got a lot I have to juggle as it is, yeah. On the plus side, Arcana might end up an in-repo mod in the future...
Title: Re: The Cataclysm games thread.
Post by: Lidku on October 17, 2022, 06:42:04 pm
How hard is it to mod Cataclysm in comparison to Dwarf Fortress? I've noticed that it doesn't have a lot of mods compared to DF.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on October 17, 2022, 09:09:18 pm
About the same or easier, it's just that the community is smaller and things that fit the base game just get merged into it rather than staying as mods.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on October 17, 2022, 10:19:29 pm
I'd say one definite advantage is that you can mix and match mods with very little effort, whereas DF raw mods are a pain to put together. As for the mods themselves, there's a good number but they're spread out all across github and other areas, whereas DF mods are mostly concentrated in DFFD.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on October 18, 2022, 03:12:44 am
Moding Cataclysm is easy I used to do it all the time, never let anyone else see that stuff though not like anyone would have cared it was all just a bunch of random crap I added, as I'm probably the only one would find amusement throwing VHS tapes at zombies and beating them to death with Beta Max players.
Title: Re: The Cataclysm games thread.
Post by: Putnam on October 19, 2022, 02:05:50 am
Yeah, I have my own personal mod that adds some funny little professions, allows certain professions with certain scenarios, and adds some new types of vehicles. Not releasing it because there's no cohesion and no real quality control.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on January 22, 2023, 04:40:46 am
I was curious to see how was the development of Nearly Dead, that was a clone of Cataclysm with the same features but better art and played in real-time.
Demo version was there
https://monosw2000.itch.io/nearly-dead

As after the demo was released development left itch and moved to Steam to get the game commercial
https://store.steampowered.com/app/1268900/Nearly_Dead/

But it looks this will never be finished
https://steamcommunity.com/app/1268900/discussions/4/3473982385584987349/
The development team went bankrupt and the lead dev got some mental breakdown unfortunately.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 23, 2023, 04:31:54 am
Well that's depressing, supposedly development isn't dead and that they've switched to making a spin off multiplayer game and once it's finished they'll go back to Nearly Dead.

Which seems like some bullshit because if they can't finish a single player game I doubt they can finish a multiplayer one.


Also how much different is the demo from the Steam version?
Title: Re: The Cataclysm games thread.
Post by: heydude6 on January 23, 2023, 06:07:49 pm
Overambitious devs make me irrationally angry. A particularly painful example are all the failed Space Station 13 remakes that tried to be 3D. Priorities people!
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 23, 2023, 08:52:40 pm
Well, Zomboid seems to still be chugging along if you want a top down real time zombie survival game with building and skills and stuff?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 23, 2023, 10:10:14 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 23, 2023, 10:47:57 pm
Had a dream a few days ago about fighting xcom mutons but in either cata or zomboid. That might be an entertaining mod.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 24, 2023, 12:58:35 am
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.

That would be the guy who stole the tileset from the Nearly Dead devs actually.

Well, I say stole but more like continue a long tradition of people bumbling their way into continuing work on the MShock tileset series. Before SDG glommed onto it it was Xotto (the aforementioned dev of Nearly Dead), then before that I'd worked on it as MShock Modded, and before that it was MShock's. Then it was other people before my time I'm less familiar with the history of.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 24, 2023, 02:33:46 am
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 24, 2023, 02:37:03 am
Just turn on that setting which advances a few ticks if you make no input. :3
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 24, 2023, 04:13:41 am
Oh man I forgot all about that option, I really should give it a try one day.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on January 24, 2023, 07:31:34 am
Anyone played long enough with that option ?
I'm wondering if it's worth playing this way to change the gameplay or if it's just broken ?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 24, 2023, 09:08:08 am
Anyone played long enough with that option ?
I'm wondering if it's worth playing this way to change the gameplay or if it's just broken ?
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 24, 2023, 02:04:55 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 24, 2023, 02:32:36 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 24, 2023, 02:43:47 pm
Yeah, seems like the sort of option which is left in a janky unfinished state because nobody uses it because it's too janky. :p
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 24, 2023, 02:49:00 pm
I mean, no one uses it because any implementation is going to be contrary to how you play a rougelike too so. ¯\_(ツ)_/¯
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 24, 2023, 04:57:39 pm
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
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 25, 2023, 02:56:11 am
I wonder if they'll ever implement a feature and finish it instead of putting in half and calling it finished.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 25, 2023, 03:26:29 am
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 25, 2023, 03:48:30 am
Couldn't they just make the game pause whenever you're in any menu though?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 25, 2023, 04:11:18 am
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?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 25, 2023, 04:58:35 am
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.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 25, 2023, 06:16:55 am
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.
Yeah but you could emulate the game being turn-based here and it wouldn't even be tedious due to the format.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on January 25, 2023, 06:18:59 am
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.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 25, 2023, 06:39:14 am
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
Title: Re: The Cataclysm games thread.
Post by: Putnam on January 25, 2023, 11:42:09 pm
IIRC the real time option was basically a joke along the lines of "people keep asking for this so we'll put it in to show how much they don't actually want it"?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 26, 2023, 04:17:53 am
They could have at least made a working joke option.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on January 26, 2023, 05:53:47 am
That's an odd way to implement a functionality : let's make it broken on purpose (the menu thing that do not pause the game is just silly considering how overcomplicated Cataclysm UI can be for some actions) so people will not use it and consider it a joke.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 26, 2023, 07:12:23 am
Considering how much of the game time is spent looking at a menu, idk how different it would even be if it paused during menus. I feel I spend 80% of my playtime in a menu.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 26, 2023, 12:40:30 pm
And of course, we get that instead of NPCs that are good for something other than backup rations... :<
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on January 26, 2023, 09:39:47 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 26, 2023, 09:58:10 pm
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.

Fair point. I want to fix up more of that hot mess for BN but the best I've managed to do so far was add some special exceptions to make helmets not the go-to best god-tier weapon in the minds of NPCs...
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 27, 2023, 03:29:25 am
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.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on January 27, 2023, 07:05:33 am
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.
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
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on January 27, 2023, 12:01:26 pm
See, a full can of food also doubles as a hammer. :3
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on January 28, 2023, 05:40:54 pm
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.
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
That might explain why getting NPC companions to use full-auto firearms is...a low priority.

I'm reminded of Fallout's Companions.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on January 29, 2023, 02:06:53 am
Last time I had a companion with a gun in the game he immediately shot me in the back and killed me when a fight started, this is why I never let them have them now.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on January 29, 2023, 07:38:38 am
A friend I introduced to CDDA gave a grenade launcher to his NPC and acted surprised when the NPC shot it at a zombie he was meleeing. Boom!
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on February 03, 2023, 05:17:42 pm
Quick question, does the condition of a solar panel affect it's energy production?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 03, 2023, 08:12:24 pm
Quick question, does the condition of a solar panel affect it's energy production?
Yes.
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on February 03, 2023, 08:20:39 pm
Thanks. I figured as much, but was never quite sure if I was wasting my time repairing them.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 03, 2023, 08:34:20 pm
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!
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 03, 2023, 09:03:14 pm
So I've managed to shake off that lack of time and energy a lil bit to do some work in BN:
1. For starters (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2312), fixing a fuckup I made back when I tweaked the code for how woodcutting tires you out (which was here (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1487)). I still need to continue this and apply similar rebalances to other exhausting long actions but weh.
2. Fixed mount gunmods like sight mount, stock mount, etc being basically always impossible to install regardless of skill level. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2314) The math behind it is very janky and basically you NEED to define skill requirements or else you'll need superhuman stats to go from 0% odds to LITERALLY 17% tops. Looks like someone at some point also already noticed this problem in DDA at some point but hadn't thought to look for a DDA PR to port over when I ran afoul of this.
3. Tweaking how guns use the stock slot vs. stock mount. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2315) In a nutshell, some vanilla rifles with wooden stocks use the stock slot but others use only stock mount. This basically just stamps down on this inconsistency and rigs it so that if the gun has a stock, it has a stock slot. If the gun doesn't have a stock, either it has a stock mount slot, or it's a pistol that's big and/or tacticool enough to warrant being able to use a pistol stock gunmod right off the bat. Stock mount is now basically only used for guns that neither have an existing stock nor would logically be able to have one slapped onto it out of the box.
4. Tweaks to make much more use, and much more consistent use, of the barrel length property. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2316) Basically, more guns that have some amount of barrel you could afford to cut off IRL have a barrel length definition, and for all but the smallest affected guns you can take a minimum of 250 mL off them. Often more, for the sake of making the difference matter more. Key thing to keep in mind here is that item volume in BN represents bulk/clunkiness just as much as it does actual liquid displacement volume, because we don't have a max length system that's basically only really used to make it so you can't have an item half-stuck into the opening of your backpack (which is a fine example of a realistic feature intrinsically making things unrealistic in a situation where adhering to real-life logic more closely would benefit the player, can you guess why "realism isn't real unless it hurts the player" is a meme?).
5. Porting over a PR that allows you to saw off stocks from guns. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2318) A few notable differences between the source PR and my port of it: the big one is that it looks for the stock slot, not the stock mount slot, explicitly because as mentioned which guns get the stock slot is pretty inconsistent in DDA (and in BN at present until PR 3 is merged). To avoid sawing a stock that will likely not actually exist, the code is additionally set to exclude pistols so that only items likely to actually have a fixed factory stock can be shaved down. Third, it requires the item to have wood as a material subtype. This is a much cleaner way to distinguish for old-school wood-furniture guns vs modern tacticooll plastic or all-metal guns, compared to JUST checking for stock vs stock mount. You would expect a gun with a wooden stock to have wood in its material list, after all! Finally, I implemented all of the actual gameplay effects of having a shortened stock in the JSON entry for the gunmod applied by the wood saw, unlike the old shortened barrel where the volume reduction is located in each individual gun that can be affected by it and the weight reduction is buried in hardcode. In addition, I removed the old janky way that volume bonuses were applied to guns with folding/sawed stocks so that instead of several tiers of reduction based off item volume (item volume MINUS barrel length if any, only), it's a simplified removal of one-third of the item's baseline volume.
6. And lastly, a minor tweak to make it possible to take signal flares apart for resources. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2320) You can craft your own signal flares despite them being almost useless, and you can take HAND flares apart for resources, so why you were never able to take apart signal flares to get infinitely-more-useful shotshells and shotgun primers is beyond me.

PRs 3, 4, and 5 are all intended to combine to achieve one particular goal: make it so you can take the bog-standard double-barreled shotgun, cut both the stock and the barrel short, and have its resulting volume reduced to JUST enough to fit in an XL holster. As mentioned in alternatives section for two of those PRs, one alternative I could do if pestered to but haven't tried yet would be just buffing the maximum capacity of the XL holster from 1.25 liters to 1.5 liters, because that's a MUCH more forgiving volume target to hit.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 04, 2023, 04:11:34 am
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.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on February 04, 2023, 05:03:36 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 04, 2023, 10:45:08 am
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's a use but in practice a free shotshell and primer will probably do more for most players.

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.

I mentioned the idea in the alternatives section of the PR, yeah. In theory if we converted the signal flare's luminosity effect to a field instead of it dropping a llit hand flare (since an item spawned in midair usually just falls straight back down afterwards), we MIGHT be able to get firing a signal flare straight up to actually place the light in midair, otherwise we'd have to code it as an explicit use action.

I'm not sure spawning an NPC would be the best method, but the idea I did bring up would be having it so that any NPC that can see a midair flare counts the tile it's over as a point of interest to investigate, if their AI setting currently has them told to investigate things. No idea how much work it'd be to make that work though.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 04, 2023, 11:08:37 pm
Now, if a signal flare should set a fire over there, it would probably be the most useful item in the game.

Also, this discussion of barrel length had me thinking: Is there a maximum barrel length for a gun being carried by the player?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on February 04, 2023, 11:16:00 pm
Now, if a signal flare should set a fire over there, it would probably be the most useful item in the game.

Also, this discussion of barrel length had me thinking: Is there a maximum barrel length for a gun being carried by the player?
Actually as far as I remember it does. I remember shooting it for fun and a small fire appearing.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 05, 2023, 12:34:57 am
Okay yeah, being able to have that burning flare then set a fire probably upgrades its utility a bit. Though also a double-edged sword.

As for barrel length...uh, sorta? In BN barrel length is actually directly just amount of volume taken off the gun, so you wouldn't want to exceed the item's base volume. It also eats away at item weight at the same rate, so if the gun's lighter relative to its volume you'll hit negative weight first.

Barrel volume in DDA has the same considerations, with the added bonus that it also affects the item's max length stat in a way that's buried in the hard code and not really visible to the JSON author. I would assume it'd be very easy to accidentally trigger a negative length scenario there.



Unless you're asking what's the highest amount you could assign max length to in DDA? Since being able to have an item half sticking out of an open container is too realistic for DDA, a good chunk of items in the game will already exceed the first limit of maximum practical item length, that being whatever value is the max length allowed of any backpack item you're likely to actually use.

The next potential limit depends on if tile volume limit has been in any way fucked with. I'm HOPING Korg didn't do something ridiculous like build a hardcoded max length into the capacity of ground tiles given how no item in the game is ever going to intentionally hit that length, but if he did do something that absurd that'd be your first actual hard limit.

Then finally, the final limit for item length is probably going to be a 32-bit integer overflow, the net result of which will depend on if the unit is stored as millimeters, centimeters, or what. I'm fairly certain it's in mm (see how the entire reason bionic capacity in DDA got fucked up so badly was because the game only ever USES joules and kilojoules but the game stores it millijoules, something BN fixed the easy way by stripping out a unit not used for anything at all (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1071)), so the maximum item length should presumably be either 2,147,483,647 or 4,294,967,295 millimeters depending on whether it's stored signed or unsigned respectively. So basically over 2 or 4 kilometers long depending on how it's stored. MOST likely signed since 2,147 is the magic number that CBM power ran afoul for reasons previously mentioned.

Hell of a lot more leeway in that 32-bit integer when the unit you're working with is only 10 times bigger than the unit you're storing in, instead of a million times bigger, ain't it?
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on February 05, 2023, 01:30:59 am
Longarm bag my beloved.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 05, 2023, 02:11:13 am
Now I need a 4 kilometer long sword so I can murder stuff I can't even see.
Title: Re: The Cataclysm games thread.
Post by: Putnam on February 07, 2023, 03:32:42 pm
Since being able to have an item half sticking out of an open container is too realistic for DDA

it has been over a year (https://github.com/CleverRaven/Cataclysm-DDA/pull/53162) since they added this
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 07, 2023, 03:49:55 pm
Hacking in new types of pockets to work around the issue of the underlying code not having any support for being able to tell the difference between volume of a closed container and how much can freely stick out of it doesn't exactly solve the underlying issue. If anything that's actively worse than fixing it the RIGHT way because now the item UI is cluttered with a fuckton of extra pockets that exist purely as a hacky workaround:
(https://cdn.discordapp.com/attachments/831347917809909803/1072620575882743901/image.png)

EDIT: Furthermore, checked the PR and no mention of problems with length or any such thing was even mentioned, so your example isn't even actually intended as a fix for this problem in the first place. You're just citing an unrelated feature that doesn't actually fix the problem (and doesn't seem to be INTENDED to do so) to be contrarian.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 07, 2023, 06:33:29 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 07, 2023, 06:38:13 pm
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.

Actually, they did implement it as a feature in the linked PR, for the pockets they added to them. Triggers on escaping a grab. (https://github.com/CleverRaven/Cataclysm-DDA/pull/53162/files#diff-1aba83a5371d563090642f5d4863abd3ab58a6f8dd0a93965835e7f86e0957faR218) It's plainly listed as a feature in the image above.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 07, 2023, 07:40:00 pm
I meant things that stick out of normal pockets. Determining how much encumbrance it would have and how likely it would be to fall out is hard when it's an actual pocket and not slipping something between your backpack and your back.

It's not impossible ofc and I can think of several algorithms for how to implement it, but remember it's a volunteer project. And I'd rather this than no pockets. Not exactly gamebreaking.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 08, 2023, 03:41:41 am
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.

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?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 08, 2023, 06:04:38 am
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.

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 09, 2023, 12:37:38 am
https://www.reddit.com/r/cataclysmbn/comments/10xmlc4/cataclysm_bright_nights_stable_v02_version/ (https://www.reddit.com/r/cataclysmbn/comments/10xmlc4/cataclysm_bright_nights_stable_v02_version/)

Cataclysm: Bright Nights has released 0.2 Stable build.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 09, 2023, 03:02:55 am
Exciting, how much has Bright Night's development diverged from DDA as of right now?

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 09, 2023, 03:49:24 am
Exciting, how much has Bright Night's development diverged from DDA as of right now?

There's been a lot of just assorted fixes and improvements over the year, occasionally porting things over from DDA here and there too. One relatively recent update that made it in, for example, was an implementation of relic recharging (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2284) that Olanti did. He figured out a more streamlined way to do it that actually lets us mimic ALL of the features the old artifact recharging had, unlike Korg's system that can only really do very basic time and solar recharging (there was a PR intended to mimic ARTC_PORTAL but it's not actually coded to charge items).

For some stuff that's original and not improved ports of DDA stuf, we gained the ability to actually see what's below when you're on a higher floor:
Spoiler: large screenshot (click to show/hide)

Also turrets can now target moving vehicles, if they can't see a valid player/NPC/monster to target instead.

We got some more appliances that can be attached to grids now, like forge rigs, chemistry sets, and the like. One thing that was vital for this was that now furniture can now specify multiple tools that it counts as, so for example a grid welding rig can correctly be both a welder and a soldiering iron when before it could only either sub for a single tool at a time.

And as one of the many PRs making it less of a pain in the dick to get CBMs in working order, LeoCottret added a PR making it possible to install autodocs and their couches (already possible to deconstruct and set up elsewhere as furniture in BN) as vehicle parts.

Another lil grid thing I added too would be finally getting space heaters to be doable as grid furniture. :3

Going back a bit further, Olanti added the ability to favorite construction constructions on the * menu. Useful now that deconstruct isn't top of the list because it's all sorted alphabetically instead of by ancient janky load order math.

Another one by me, I'd implemented my own fix for the problems with flaming eyes inflicting fungus via teleglow. Teleglow and nether attention both got their effects overhauled, with nether attention focusing more on mindfuck-type side effects while teleglow is more physical. Instead of just glomming onto DDA's "touched mind" effect (rejected since it's just a mundane stat debuff), flaming eyes inflict nether attention instead. Nether attention can also convert itself to teleglow if it gets to the upper limits of its intensity, and likewise mid-low tier teleglow can still convert into fungus, so eyes can still fungus you. But now you practically have to be doing it on purpose to get fungus'd by them unless you're napping next to a portal.

And one more from a lil farther back, I'd made it so robots no longer get a blanket immunity to heat-type damage, so that lasers can actually harm the less well-armored bots.

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)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 09, 2023, 04:06:35 am
Damn being able to see what's going on in the lower Z levels would be a magical thing, wish DDA would get that.


Probably need to look into Bright Nights more, I've been meaning to play it but I still haven't.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 09, 2023, 04:31:57 am
I know it's missing nested containers and a good bit of random contributions here and there that we do want to port over some day, but been trying to work on whatever improvements I can. Been in a bit of a slump lately and busy with IRL stuff a lot so hadn't gotten the time and energy to work on everything I'd been meaning to.

But hopefully soon...plus, I'm another step closer to having Arcana and Magic Items in a state where I can set aside a 0.2 release, and start deciding how to break its folders up for inclusion PRs. Coolthlhu had suggested I add my mod as an in-repo mod at some point so we have in-repo usage of some of the features that might otherwise only get slapped on a debug item.

Maybe my less constantly-in-development mods like MST Extra, Medieval Mod Reborn, or Tankmod: Revived would be good candidates for the future too...
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 09, 2023, 05:41:53 am
Damn being able to see what's going on in the lower Z levels would be a magical thing, wish DDA would get that.


Probably need to look into Bright Nights more, I've been meaning to play it but I still haven't.
Actually DDA has it.

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.

As for BN... yeah I tried it a year ago and didn't like it very much. Maybe because I'm one of those weirdos who likes realism, heh.

BTW ima go and start posting DDA news. We're in a string and content and feature freeze as experimental is in a cleanup phase where the bugs are being fixed and it's nearly over so there's not much besides mods. A pretty big one that just dropped is this: https://github.com/Standing-Storm/MindOverMatter

I've been trying it and I like it more than Magiclysm. It's more lowkey sure but it's less in-your-face.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on February 09, 2023, 06:33:39 am
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 !
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on February 09, 2023, 07:23:36 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 09, 2023, 08:44:26 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on February 09, 2023, 09:08:43 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 10, 2023, 03:26:52 am
Actually DDA has it.

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.
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.


Also that Psionics mod sounds interesting gonna give it a try.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 10, 2023, 04:42:41 am
Actually DDA has it.

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.
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.


Also that Psionics mod sounds interesting gonna give it a try.
Lower the range if it's laggy. 2 or 3 is enough for shooting from rooftops.
Title: Re: The Cataclysm games thread.
Post by: Vorbicon on February 10, 2023, 01:04:16 pm
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.

So, installed an electronics control unit and a dashboard, still no luck. No option to control Blast Shutters
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 10, 2023, 08:57:15 pm
Tried both e and ^?
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on February 11, 2023, 01:33:00 pm
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.

That setting, if I ever had the time to learn how it works and how to code this myself, I'd make it so that if you're in Safe Mode it doesn't advance, but when you're not it'll start to take effect. Makes your base properly safe, then forces you to have to make decisions when danger is afoot.

And also ya know fix the issue RD mentioned :P
Title: Re: The Cataclysm games thread.
Post by: Lidku on February 12, 2023, 04:58:38 am
There needs to be a Cataclysm DDA and Space Station 13 crossover.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 12, 2023, 03:41:33 pm
There needs to be a Cataclysm DDA and Space Station 13 crossover.

The answer is always clowns.

Meanwhile in BN, I've gotten the time and energy to do some more PRs recently. Latest stuff that's open:
1. Improvements to the code fori putting yourself out when on fire (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2335), based on discussion on the BN discord with Kheir. In a nutshell, the time threshold for deciding to stop drop and roll is absurdly high. The on-fire duration needs to be over a minute, and it's pretty much garuanteed your limbs will melt off well before you rack up that much duration in the first place. The PR reduces the threshold to be low enough that you'll choose the more effective method unless the duration is low enough that a single round of patting yourself down is reasonably likely to actually be sufficient. Also combined with making the actual impact of patting yourself down less of a joke.
2. Some major code and JSON tweaks to leech plant monsters, giving me the freedom to spawn them in more places. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2336) Basically, leech plants have a life cycle that makes them lag machines on par with the fungals. This implements several changes to help rein in their growth rate. It also incorporates the signal tree, which otherwise doesn't do anything and only shows up in a single mission, into the leech pant's life cycle. It also gains a special attack that, in contrast to the direct offensive abilities all the other leech plants favor, instead fills a support role.
3. Changes to the ancient and almost never-used jabberwock map extra. (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2337) The main thing it does is allow the otherwise-unused pre-evolutions of the jabberwock, the fleshy shambler and flesh golem, to actually appear in game by having the map extra spawn a fleshy shambler instead of a jabberwock (which will then go on to evolve into a flesh golem, then a jabberwock). This in turn makes the jabberwock map extra less deadly, justifying using it in the pool for building map extras too, like with how they're also allowed in research centers. Finally, I removed an extra layer of rarity that was hidden in the hardcode, that seems to have been a holdover from the old days when the map extra pool for forests wasn't massively bloated by groves and the like.

And on top of that, I've done some things for Arcana too:
1. Expanded the curious structure and fleshed it out a lot more. (https://github.com/chaosvolt/cdda-arcana-mod/commit/9a0a05aed87f40420f4c7fbf9533cf18b665854f) Previously it was very small relative to the impact site and sanguine ruins, with only 3 mapgen tiles that actually mattered, compared to 7 and 8 tiles of importance respectively. Now the area actually looks more like something a small group of mage hunters could've used as a hideout, and the bottom level has been fleshed out a fair bit. In particular the actual finale looks more like an overt intrusion of otherworldly influence, breaking into and overtaking the structure.
2. Added another martial art. (https://github.com/chaosvolt/cdda-arcana-mod/commit/57bce44bcd7f283f016ab99f9589c0fa7164acfe) I've repeatedly had it requested that the Keepers gain some sort of martial art that fits them, especially fitting the use of the restored ritual blade for Paragon of The Veil characters to use. Problem is, in-lore the Keepers only had seven original Chosen, and only seven ritual relics (of which the cursed blade is the only one the player can come across, which can then be fixed up). It wouldn't make sense for a special martial arts system with so few users to have its own book, copied everywhere and spawning in every Keeper-associated location. So instead I put together a more general martial art that's autolearned with the right skills, much like how brawling autolearns with basic melee skill. It's designed to imply a general understanding of how to make more effective use of magic weapons in general, with a few special bonuses that only the cursed blade and restored ritual blade can access. Thus implying that a survivor who picks up on this style is basically relearning from scratch a way to apply what they learned, and that the original users of those otherworldly relics did the same rather than having a unique martial arts system like with the Cleansing Flame or the Sanguine Order's shrikes.
3. Also expanded the strange grove location some, along with some fleshing out of relevant note snippets. (https://github.com/chaosvolt/cdda-arcana-mod/commit/248f0f318606b3fdc2c00c79c03ec609b7124a5a) Same vein as with the curious structure, the strange grove was even smaller with only 2 map tiles period, now bumped up to 4. Shows more overgrowth, and paints a clearer picture of what the place used to be like before it was abandoned and then subsequently infested with anomalies. The notes and changes to corpse spawns also help better establish the timeline of what happened to the place.
4. Added some dialogue and mission stuff pertaining to Hub 01. (https://github.com/chaosvolt/cdda-arcana-mod/commit/166b5c60789d6e469f5001f3979a1d9ce9a5ad81) This makes it so, if you've done missions for Hub 01, you can use them as an option for completing some of the rural church missions. When trying to find info on Project Kairos for Nicholas, they can direct you to a side mission with a small storage location in exchange for bringing back something they want.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 12, 2023, 03:44:37 pm
There needs to be a Cataclysm DDA and Space Station 13 crossover.

It's called Barotrauma
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 13, 2023, 11:38:17 am
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 !

I almost missed that too. Congrats to them!
Title: Re: The Cataclysm games thread.
Post by: Dostoevsky on February 14, 2023, 02:21:20 pm
After seeing the news of 0.2, I thought I might boot up Cataclysm again to give it a go, but... I haven't played since 2019. The shift in DDA focus didn't strike me as my jam (though it sounds conceptually interesting, not really feeling like I'd like to play it), but have been keeping an eye on BN on and off.

Are random NPCs and wander spawns still generally problematic to turn on? Any major 'bad old habits' I should try to avoid with the changes over the years? Should I leave experimental 3D field of vision off? Any other key things to know?

(I suspect these questions or similar ones have been asked before in this thread, so apologies in advance for repetition.)
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 14, 2023, 03:55:11 pm
Overall, BN goes more to the roots of Cataclysm DDA, and honestly the changes in Cataclysm DDA have been overblown in severity, for the most part.

From what I recall, having played semi-regularly but mostly forgotten 2019...
1) Random NPCs are fine, although I rarely see them spawn in a "default" game. I think wander spawns are mostly gone.
2) You still need to secure a source of disinfectant before fighting zombies, but BN's infected state isn't as ultra hardcore as current CDDA. You get infected in CDDA, you'll probably die even with antibiotics.
3) Not sure what you're talking about there.
4) Look for groups of Dead Soldiers. Tons of guns, ammo, and armor!
Title: Re: The Cataclysm games thread.
Post by: Dostoevsky on February 14, 2023, 04:03:02 pm
Thanks much.

Random NPCs and wander spawns are off by default, so wondering if they were problematic to turn on. Sounds like they're okay, though.

As to experimental 3D view - the option says that it allows seeing up & down z levels instead of just the one you're on, but warns that it is very buggy. Not sure if the warning is old, though. (Z levels at all were in an early experimental phase back in 2019, if I recall right.)
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 14, 2023, 04:31:41 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 14, 2023, 05:35:27 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 15, 2023, 04:41:21 am
Is there a way to keep the character from putting stuff in a container when I don't want them to, like stuffing random stuff the tool box when I'd prefer that they didn't?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 15, 2023, 07:23:53 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 15, 2023, 08:05:56 pm
Yes, but what I meant was this feature in particular:
(https://user-images.githubusercontent.com/6675689/179667274-f121a285-5ecf-4903-a0ea-ca15d6031058.jpg)

This is specific to BN, as per this PR: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1743 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/1743) It has nothing to do with either fork's existing implementation of 3D vision, just the behavior changes depending on if 3D vision is on or not.

DDA, for comparison:
(https://cdn.discordapp.com/attachments/831347917809909803/1075583516584189952/image.png)

The key thing is prior to BN's implementation of drawing lower z-levels, lower levels were only displayed as colored blocks, and only if you're a single level above. Once you go higher, it fades into blue blocks. BN's draw feature meanwhile shows the terrain below in general, fading more and more blueish the more height difference there is. There is a PR to port the feature over from BN (https://github.com/CleverRaven/Cataclysm-DDA/pull/61365), but it's currently in draft and hasn't seen updates in about a month.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 15, 2023, 08:38:45 pm
That IS an amazing feature.

I so love that BN is a thing!
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on February 15, 2023, 10:43:40 pm
yeah, shoutout to people keeping the dream of C:DDA alive, even though I don't really play it much anymore.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 16, 2023, 03:07:38 am
It's in draft because there's a feature freeze going on for bugfixing purposes. Nobody's going to merge something this big until the next experimental.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 16, 2023, 03:46:07 am
Gonna reword this to make more since.

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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 16, 2023, 04:19:40 am
Gonna reword this to make more since.

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.
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.

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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on February 16, 2023, 04:45:36 am
Gonna reword this to make more since.

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.
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.

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.
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. 
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 16, 2023, 04:49:41 am
Gonna reword this to make more since.

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.
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.

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.
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.
You can disable autopickup for the container in the same options. I think. But it'd be per-container.

This would be a nice option in the settings but I don't have the skills to implement it.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 16, 2023, 05:19:07 am
I still remember how, in first implementation, Korg's code was set up so that liquid containers tended to get priority over actual backpack/pocket type containers. Literally the first problem I found from testing one of his draft releases back when the initial PR was open, brought it up in the dev discord as I was on there back then, and it went ignored so it made it into the merge.
Title: Re: The Cataclysm games thread.
Post by: Iceblaster on February 17, 2023, 12:05:32 pm
It was always amusing when you'd end up with like, an entire board game or book stuffed into a mason jar.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on February 18, 2023, 12:54:43 am
The Door is in the Jar.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on February 18, 2023, 07:21:59 am
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on February 18, 2023, 09:22:59 am
Meanwhile, some assorted PRs in BN got merged yesterday, this included an update to how Olanti's implementation of recharging relics (which itself narrowly slipped into 0.2) handles its ammo, so I had to set aside a 0.2 Stable release of Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/releases/tag/BN-0.2) Only real divergence so far is in current experimental BN version you can unload the restored ritual blade and divine sealing charm just as easily as you can in the DDA version.

I do have one tweak planned that's going to affect a good number of recipes, at least one bionic, and vehiclepart though...
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 02, 2023, 10:55:45 pm
CDDA released their version 0.G, congratulations
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 02, 2023, 11:34:31 pm
CDDA released their version 0.G, congratulations
I'm guessing they made their new Bionics faction official, which is cool.  Plus apparently 3 more factions, which is even cooler.

Less cool is how we're probably going to lose our starting cyber characters, probably replaced with a single Exodii starting character (if we're lucky)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 03, 2023, 06:01:41 am
I still think the whole Exodii thing is dumb and preferred the OG lore, but I guess I'm in the minority in those thoughts.


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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 03, 2023, 11:19:13 pm
Yeah I prefer new lore. There's actually as much or more sci-fi stuff, you just have to dig for it a bit more, it meshes better with the rest of it, and the flavor is different. But ig I'm biased because I always have a soft spot for extradimensional/alien invasion stuff.

As for me I will go work on more mutation flavor, like psychological changes.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 04, 2023, 01:58:22 am
Personally I don't like it because it reeks of "aliens built the pyramids" logic to me. Aliens built bionics, and if I recall survivor suits are also tied to them now...have I missed any other parts of the classic Cata experience that have been tied to "ayy lmaos except they're actually humans" that I failed to notice? :V

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
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 04, 2023, 02:36:17 am
That's about the only thing I can think of tbh, aside from mutagens being blob-based now but they were never explained before so it doesn't count. Also survivor suits were just renamed and reworked into kevlar jumpsuits that function similarly but are less OP so you actually get variety in armor, the Exodii just give an upgraded version that also increases carry weight iirc.

The reason I prefer this is because it allows some pretty weird stuff to be added in the future without uncomfortable questions getting asked about how it would work if commercially sold.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 04, 2023, 05:29:44 am
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
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 04, 2023, 08:49:48 am
Hm, while I liked the transhumanist old system where you could start with Bionics, it sounds overall easier to obtain bionics with the Exodii.
You start by finding the Refugee Center, then by the time you've completed their missions, they direct you to the Exodii and you are probably ready to start doing their missions.

It's a hell of a lot easier than breaching a lab only to get a Gasoline CBM...
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 04, 2023, 09:08:58 am
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).

Overall, I have complaints about 0.G in its current form.  I feel like it makes the game needlessly harder.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 04, 2023, 01:05:12 pm
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 04, 2023, 05:54:05 pm
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.
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 04, 2023, 08:04:35 pm
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).

Overall, I have complaints about 0.G in its current form.  I feel like it makes the game needlessly harder.
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.

And lmao, if BN is as easy/power-fantasy as old CDDA I'm definitely not giving it another try. The game is too easy for me. Valid to think the new direction is too hard but for veteran players like me it's really not and more difficulty is welcome. I don't think it's any more tedious than 0.D when I started, at worst the tedium was moved around. Perhaps BN is less so but I am a weirdo who likes realism.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 04, 2023, 08:19:06 pm
Isn't there some hardcore difficulty mod somewhere, usually for nearly every game in existence there's always a mod that is created with extreme level of difficulty as a goal.

If there's no such thing, you can always create your own challenge if the game is too easy for you, in the same way player in nethack following conducts and unofficial conducts ( https://nethack.fandom.com/wiki/Conduct and https://nethack.fandom.com/wiki/Unofficial_conduct )
And with your own choice with stats distribution, negative traits and starting scenario, it's also easier in CBN and CDDA to create a character that chances of seeing the next week are extremely low :D

Though calling CDDA "realism" when comparing to CBN is a big stretch over the definition of the word as i don't see how it being any more realistic than CBN, all both games are doing are using some different rules for several of the gameplay mechanics.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 04, 2023, 08:28:45 pm
Well there probably is one but generally that kind of mod isn't as good quality as the game being tuned to being that. And I prefer a gradual struggle over challenge scenarios or taking a ton of negative traits which usually leads to smooth sailing after you overcome them. It's not about starts being harder, it's about surviving itself being harder. Which it is still too easy in DDA but we're working on it. :P Can't wait for the wound rework.

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?
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 04, 2023, 09:01:00 pm
Considering in 0.G you can start with ALL the addictions, plenty of ways to create "Hardmode"

Burning House + Naked + All the Addictions = FUN TIME
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 05, 2023, 05:02:47 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 05, 2023, 04:51:31 pm
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.

The newest version has difficulty sliders.

14 all stats is the way to go, sacrifice everything for this!

...I usually prioritize a start that gives me a Gun. They're no stealth weapons, and they usually get me into trouble that I can't get out, but they're FUN.
More seriously, guns are good panic weapons for when your stats are down due to pain and injury.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 06, 2023, 05:07:44 am
Who needs difficulty sliders when you can make it as hard as you require just by messing with some options.

Also taking the trait that makes the healing rate almost nonexistent is the one I always take.


14 all stats is the way to go, sacrifice everything for this!

...I usually prioritize a start that gives me a Gun.
This is the way, you are one who follows the true path.
Title: Re: The Cataclysm games thread.
Post by: teoleo on March 06, 2023, 09:56:01 am
the cataclysm launcher don't work with the G version?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 06, 2023, 08:49:51 pm
the cataclysm launcher don't work with the G version?
Update it.
Title: Re: The Cataclysm games thread.
Post by: Salmeuk on March 07, 2023, 04:31:39 am
Spoiler (click to show/hide)

testing newest release. I spawned in some kind of library... all the books were shelved on a single bookcase. literally every single book in the damn building. dear lord.

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?

Spoiler (click to show/hide)

i write this essay every few years but, honestly, my god, I do believe what I say. realism is misapplied for any game, C:DDA especially.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 07, 2023, 12:45:40 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 07, 2023, 09:00:13 pm
Not gonna read all that, skimmed it and I don't see what you are getting at. Yes I play for the simulationism. I don't care about gamifying the mechanics. Of course full realism is impossible but just having many uses for everything is good enough for me, it doesn't need to be objective. Sure it stifles roleplaying a bit but meh I don't care. Good thing there's a fork you can play if you don't like that. Your problem?

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 07, 2023, 10:23:42 pm
You really do take any criticism of DDA way too personally. As for my point, shall I start bringing up the long list of random things removed because "it's unrealistic" to start with? Hell, first page of PRs we got an example someone made just recently. (https://github.com/CleverRaven/Cataclysm-DDA/pull/64052)

Quote
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.

Or of course we could bring up the obligatory example of proficiencies. There's really no defending how it's structured. It's PURELY negative balancing, it functions solely to introduce added tedium in the form of time multipliers and extra craft failures. Best part is, hypothetically you could use the added penalties to justify decreasing the baseline, on the realism basis that the original times were representative of the time an inexperienced craftsman would require, but I've yet to see an actual example of them doing this. The base time for recipes, especially smithing recipes, still lean towards starting off massively inflated and only get worse from there.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 07, 2023, 10:29:44 pm
I'm not taking it personally, just saying that you are wrong. Also I never heard of anyone actually using the lobotomizer either, it was too heavy and had a shit to-hit. Like the chainsaw lajatang, I don't miss it, and anything else that was added in the 10-years-vintage "just throw random things in" era. And besides more craftable weapons are getting added, like sheet metal axes and soon huge wooden hammers.

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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 08, 2023, 02:11:34 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 02:28:35 am
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.
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.

How would you propose making it better? It's not a good design, there's a reason combination tools are unwieldy and uncommon IRL.

As for proficiencies, just craft things with that proficiency once you're already not earning skills from it. Or disable the skill first.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 08, 2023, 02:59:30 am
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)

It was closed primarily for being not complex enough.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 03:09:18 am
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)

It was closed primarily for being not complex enough.
Also it won't be implemented until we have daily chore automation. I'm fine with it being complex.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 08, 2023, 03:17:51 am
So just to make things clear, the objective aspects of my position here are:
1. A large number of features specific to DDA greatly increase the amount of keypresses, time spent waiting for progression, and general overall increased investment of the actual player's time for the same net result as before. Proficiencies are a sterling example. The main thing they accomplish mechanically is increasing how much time the player spends sitting at an in-progress craft to make something.
2. The DDA devs' application of realism is inconsistent. This is pretty much universal, like it or not. Every game is going to have variation in what parts of it actually adhere to real-world logic.

The subjective aspect, meanwhile, is I personally believe these combine to make the gameplay of DDA worse than BN's. I can get that your subjective opinion on this is that this is actually a good thing for gameplay, but saying things like "you are wrong" outright is what makes it seem like you're taking this too personally.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 04:50:25 am
Fair enough but I was just contesting your claim that the only realism they want is that which hinders the player. 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.

Edit: added a sentence I accidentally skipped
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 08, 2023, 06:17:52 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 06:32:37 am
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 don't usually fight with a multitool so that's not relevant.

The problem with your idea is that a shovel head design isn't the same as an axe design. It's thick and narrow in the wrong places to be an effective weapon, and is usually heavy.

I guess I could make a reworked lobotomizer that's just a worse shovel and a worse battleaxe, like it would be IRL. And not collapsible because collapsible handles make weapons either too flimsy or too heavy. Could call it a combat shovel. It'd probably get accepted, but there really isn't a good niche for this weapon as the stuff you need to dig is usually far from zombies. But I'm busy coding (or rather jsoning) mutation stuff rn.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 08, 2023, 06:52:58 am
Probably better to skip the whole axe thing and just have it as a heavier entrenching tool with cutting edges on the side, combat shovel name seems like a good fit. And I see no reason having it be a shittier shovel because it's heavy duty or why it couldn't fold I mean I have several entrenching tools and the folding mechanism seems to be one of the sturdiest bits, but maybe it's because I have old ones.


Also from what I remember the lobotomizer as described in the book really didn't sound like the super weapon they wanted it to be I mean it was still just a weird short shovel, but then again they suddenly went from the brink of death to defeating all the zombies and retaking the planet. So who knows the story kind of went down hill towards the end anyway.


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.
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 07:04:13 am
Basically, being light matters for a weapon, both IRL and in-game (did you notice how your stamina drains fast with a heavy weapon?). A folding mechanism needs to be heavy compared to a solid shaft to be sturdy, that's basic engineering. It would probably be a worse shovel because the blade shape is different (would probably be too thick on one end and too narrow on the other), though on a second thought it probably wouldn't be enough of a difference to be a lower digging quality considering the jump from a digging stick to a wooden shovel so I concede that. I'll just PR it someday but definitely this experimental cycle. Thanks man.
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 08, 2023, 09:32:44 am
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.
Obviously, it is unlikelly that the player with his/her NPC allies would be able to restart the chain of mass-production that could be possible in today's world factories, but at least they should be able to satisfy the needs of their community and perhaps a bit more.
Also, sandbox-like games can have certain charms of their own. Slowly rebuilding the world using your own skills (add in building robot companions, if not advanced biological clones, with your own made cloning vats to create NPC copies of yourself). Why this sort of approach is not considered "playing the game"? Why direct violence is the only "meta" approach?
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).
I expect that if DDA would implement hygiene, it would be similar oddity, like exodites (who change the lore, and basically lock (existing, no less, rather than new and experimental ones) CBMs behind a new, rather undeveloped, faction). It would be like... playing sims at this point - you control the sim when he/she should go to the toilet...
Meanwhile, if BN would try to implement hygiene, I at least expect some interesting crafting ingridients related to fertilizer, mutagens, chemicals, maybe even explosives, should the player gets more advanced tools to purify them.
Last note on proficiencies - seems they are here to counter a 'metagaming' strategy, that was prevalent in earlier versions of DDA. And at this point my question is: Do the devs of DDA have 1 vision regarding how a player should play their game? Or are they pretty lenient on how should one want to play? So far, proficiencies hint at the former, rather than the latter.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 10:11:46 am
1. And you can satisfy the needs of your community, proficiencies are not stopping you from doing that. And sitting and crafting plate/survivor armor without fighting anything before is just boring to me. Maybe it's not boring to you but to me it's lame gameplay. Not in my interest to just shuffle things around at base and then waiting for a progress bar to fill up. There's a lot of that right now of course but that doesn't mean I want even more.
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.

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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 08, 2023, 11:11:04 am
Alright folks, let's NOT get another CDDA thread locked.  :P

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.

They're co-existent, not competitive branches.

As for showering/hygiene in CDDA: I am afraid that I have already thought about it. I would be interested in playing through that feature for a bit, but probably prefer it didn't exist in most of my playthroughs.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 11:24:05 am
I'm aware of the track record with CDDA threads. That's why I argue civilly and in good faith. It's really just best for both communities if we, as Jack said, coexist and stop taking pot shots at each other.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 08, 2023, 12:58:57 pm
Personnally i prefer CBN a lot more, but hopefully the more apart CDDA and CBN will grow toward different directions will make them feel less competitive as they would then be felt more like 2 different games.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on March 08, 2023, 06:56:03 pm
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?

I enjoy cyberpunk and the world pre-cataclysm being more interesting, so I think I'd play BN just for that reason.
Title: Re: The Cataclysm games thread.
Post by: Putnam on March 08, 2023, 07:18:44 pm
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.

Tried both a year or two back, decided DDA was more my speed due to the more simulationist bent. It's not a matter of experience, it's a matter of preference, which seems to be an incredibly difficult thing for people to understand, given how much bulverizing tends to go on. No, there doesn't need to be some underlying reason for all that besides preference, and people don't need to be all sarcastic at each other or hyperbolic claims of player hate over stuff players such as me actually like.

And if someone tries to claim I'm a dev and therefore must be taking such criticism personally (bulverizing again): please, I did some minor optimization work that I fully intended to apply to both anyway. I've never touched features.

Unrelated:

The main thing they accomplish mechanically is increasing how much time the player spends sitting at an in-progress craft to make something.

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. Very rare is a situation where you're actively blocked and completely unable to continue playing due to the lack of a proficiency, it's just options that aren't available.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on March 08, 2023, 07:23:17 pm
How is a proficiency system different from just adding more skills to the game? Shouldn't it all be one system, with maybe some checks taking multiple skills into account, and growing both skills?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 08, 2023, 07:28:59 pm
The amount of effort spend trying to justify and defend DDA's mechanics as in some way objectively better instead of just accepting that your preference for them is ALSO subjective says otherwise, to be honest. Especially since you only seem to come out of the woodwork here when people have been talking about their criticisms of DDA. :V
Title: Re: The Cataclysm games thread.
Post by: Putnam on March 08, 2023, 07:30:28 pm
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,

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.

The amount of effort spend trying to justify and defend DDA's mechanics as in some way objectively better
I never did this.

instead of just accepting that your preference for them is ALSO subjective
That 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.

Because I can't really defend a game I don't play beyond "it might be more your speed", which I absolutely do say when I see it, and because "when people have been talking about their criticisms of DDA" is approximately 70% of the thread.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on March 08, 2023, 07:38:58 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 08:21:09 pm
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?

I enjoy cyberpunk and the world pre-cataclysm being more interesting, so I think I'd play BN just for that reason.
Yeah and I wanted a modern setting. But your opinion is valid.

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.

Well put, Putnam.
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on March 08, 2023, 08:42:56 pm
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 08, 2023, 10:13:09 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 09, 2023, 02:33:26 am
I don't see why people are arguing about this still, some people don't like the direction DDA has gone others do, not much to be done about it.

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.

Also at this point it might as well just keep the standard shovel head shape since changing it doesn't really add anything to it.


I'll just PR it someday but definitely this experimental cycle. Thanks man.
Glad I could help.
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 09, 2023, 06:10:17 am
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.
Oh, intended playstyle(s) exist(s)... well, at this point, what would be the DDA's audience? I heard some folks say that they want to borrow some of the project zomboid's charm.
Or Minetest, for those open source, free to play enjoyers.
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:
Let's say I'd like to play as Isaac Clarke (engineer) from deadspace as archetype, with some additions of knowledge in robotics and/or biology, and using them, rebuild civilization. I sadly have to conclude that neither DDA nor BN can really simulate this... reconquest of the planet (yet, at least).
Let me know when DDA implements mad scientist/engineer playthrough possibility, bent on retaking the world via less ethical (building robot armies, cloning, secrets only the sith know) means.
As for where You're coming from... So, You prefer action? Fighting, scavenging? At least I personally prefer building.
Alright folks, let's NOT get another CDDA thread locked.  :P
There 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?
The reason why crafting is used, is to acquire tools via safer means. How proficiencies help in this regard?
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,

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.
Why skill list cluttering is considered as a bad thing?

Same can be said about the other folks, who prefer not having proficiencies instead. What are the reasons, that made presence of proficiencies their preffered option? Or, reasons why they wouldn't want the game to be proficiency-less?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 09, 2023, 07:31:25 am
1. Tweaking crafting times changes times for everything, including everything that doesn't need profs.
2. The audience is people like me who play mostly for simulationism, I guess. Not everything has to have a wide audience.
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.
As for why I play this game? I like a combination playstyle but leaning towards combat/looting. I don't build my own structures but camp in existing ones, why build a house when there are perfectly good empty cabins (or evac shelters) already strewn around. The option is there but I never used it. I mostly craft stuff I can't loot or would take ages to find like rare tools, medieval weapons, etc.

I'll let Putnam answer the rest, don't like jumping in in that way.
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 09, 2023, 09:45:43 am
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.
So, it's endless cataclysm. Gives a pretty depressing vibe.
As for the rest - noted.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 09, 2023, 12:59:28 pm
I also have some ideas on my long-term to-do list that pertains to the endgame state. Aside from the obvious where I want to someday figure out how to flesh out the actual unique section a bit more (which entails C++ stuff on top of mapgen writing, ech), a few of those ideas would also pertain to the endgame's effects.

Spoiler (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 09, 2023, 06:49:00 pm
I think a possible idea would be that once endgame is triggered and whatever is the global problem defeated , spawns may be less and less monsters/zombies but more about human groups (either rogue or  factions aligned) , after all people would still fight each other to be the ones in charge.

Meaning the game even when moving in the state of "rebuilding the world" would still be a game about survival.
Though i guess it would need a working faction system with some good AI to simulate each faction trying to top each other, but not AI complex enough to kill performance.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 09, 2023, 07:30:24 pm
That'd be another way to go about it. Either way I suspect we'll need to have some sort of actual global variable or some other effect that gets triggered by completing the endgame, because dialogue variables (otherwise one of the best ways to track subtle stuff in JSON) are local to either the PC or the NPC involved, not global.
Title: Re: The Cataclysm games thread.
Post by: Lidku on March 09, 2023, 09:35:01 pm
Will Cataclysm NPCs ever have good AI as it is in Dwarf Fortress?
Title: Re: The Cataclysm games thread.
Post by: Egan_BW on March 09, 2023, 09:45:40 pm
DF has good AI?
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 09, 2023, 09:56:22 pm
In 34.11 it was good enough for my fighting adventures needs.
Title: Re: The Cataclysm games thread.
Post by: Dostoevsky on March 09, 2023, 10:37:27 pm
DF has good AI?

Look, all things are relative. Einstein said so.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 10, 2023, 02:14:12 am
Will Cataclysm NPCs ever have good AI as it is in Dwarf Fortress?
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 10, 2023, 05:54:33 am
I'm fine with there being no ending to the game, since the Cataclysm doesn't really seem like something that can be fixed withing two or three years.

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?
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 10, 2023, 06:28:33 am
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.
Title: Re: The Cataclysm games thread.
Post by: vjek on March 10, 2023, 09:53:54 am
...
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.
...
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.
Looking forward to installing more CBM's and shotgunning those Mutagens.  8) :o
The only thing I had a hard time with was trying to build a second storey, but otherwise, very fun.  Can build up, can build down/underground, very DF in that respect.  The electrical 'grid' for structures is also very handy.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 11, 2023, 04:09:54 am
They just dropped 32bit support, guess that's the last version I'll get to play for the foreseeable future.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 11, 2023, 10:12:19 am
Just noticed this was added (failure chances shown):
(https://media.discordapp.net/attachments/699896059555610717/1084132210799546398/image.png)

Good QOL.
Title: Re: The Cataclysm games thread.
Post by: teoleo on March 11, 2023, 11:54:17 am
someone can post the link for the new launcher?
pls, thk
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 11, 2023, 07:57:20 pm
someone can post the link for the new launcher?
pls, thk
https://github.com/Fris0uman/CDDA-Game-Launcher/releases
Title: Re: The Cataclysm games thread.
Post by: teoleo on March 12, 2023, 09:41:52 am
thk
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 12, 2023, 09:58:20 am
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.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 12, 2023, 04:55:33 pm
Looks cools, but I'm still unsure how to install mods in CDDA...
EDIT: Nevermind.
Data->Mods folder
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 12, 2023, 05:35:21 pm
Get a version of an experimental version of CDDA
https://cataclysmdda.org/experimental/
(but it should work probably on 0.G stable, as readme mention anything superior to 0.F )

To download the mod
https://github.com/TGWeaver/CDDA-Sky-Islands
On the click on the green Code button -> Download Zip

Once downloaded, take the "CDDA-Sky-Islands-main" folder that is inside the zipped archive you just downloaded and put that folder in
...\YourCDDADirectory\data\mods\


After launching CDDA, in the main menu go to World -> Create a World
Press your "M" key to make the mod manager to appear
Move your cursor to the Total Conversion category at "Sky Island" and press Enter

do not add any other mod (just to be sure as i have no idea on compatibility between CDDA mods)
Press "Escape" key to go back to customise your world
Once you're done press "F" to finish and confirm to go back to the main menu

Go to "New Game", choose Custom/Preset/Random character ( DO NOT CHOOSE "Play Now" as the mod mention it's incompatible with it) to create a character and you'll be able to play (i haven't tested it myself yet)

edit : tested on stable 0.G and it works, no need of experimental
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 12, 2023, 06:43:19 pm
I've been playing for a bit.  Getting to the portal that takes you back home is HARD, but you can do more experimental stuff that you might otherwise do.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 13, 2023, 02:31:52 am
Dang that sounds pretty cool, gonna give it a try and see how it goes.


Are there any other mods I've missed out on?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 13, 2023, 01:30:27 pm
Finally taking a look at some of the zombie evolutions in DDA, some of it I think could be good to port over to BN. In particular what I'd be interested in is more branching paths and overall varieity in evolutions, which I see a bit more of but could definitely always be fleshed out further. On BN's end, I started a basic step in the right direction here: https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2419 (https://github.com/cataclysmbnteam/Cataclysm-BN/pull/2419)

For now it's just fleshing out some of the obviously-lacking zombie evolutions with more existing variety, but in the future I might port some of the additions from DDA over to expand on the options. The PR also lists a pile of ideas I also had for some additions of our own:
Spoiler (click to show/hide)
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 14, 2023, 05:16:50 pm
I got killed by a Trapdoor Spider in a recent game. I'd be pissed if it wasn't Sky Island mod with temporary death. Good beastie
Title: Re: The Cataclysm games thread.
Post by: taat on March 14, 2023, 06:01:47 pm
Mind Over Matter (https://github.com/Standing-Storm/MindOverMatter) is another mod currently in active development, though I think it isn't very complete yet
Title: Re: The Cataclysm games thread.
Post by: Sharp on March 19, 2023, 05:33:27 am
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.

Tried it and it's a really sweet concept. Does take ages to make saves though because it creates so much of the world map.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 20, 2023, 04:14:19 am
Holy crap mapgen is unintuitive as hell, it's like I have to bash it with a rock to make it work because of thins like bits that work on one part don't work on others. I am fearful of what kind of hell I will find when it comes to making monsters and having them spawn.

Guess that's what I get for resurrecting a long dead mod, in case anyone is wondering I'm trying to get the animatronics mod working again while also redoing stuff in it since the original building was kind of half assed with it's empty dirt floored rooms.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 20, 2023, 04:46:54 am
Mapgen is a special kind of Hell and I refuse to ever touch it in my "career" as a contributor. That's Whales' legacy and very difficult to fix unfortunately.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 20, 2023, 11:51:12 am
When in doubt, copy-paste mapgen stuff as much as you can. Case in point, last night I did some mapgen stuff for Arcana despite being half-asleep and it wasn't as much CBT to deal with as it usually is: https://github.com/chaosvolt/cdda-arcana-mod/commit/5dd54984c4089fd8d232dc0308414bdfaef4b073 (https://github.com/chaosvolt/cdda-arcana-mod/commit/5dd54984c4089fd8d232dc0308414bdfaef4b073)
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 21, 2023, 03:47:12 am
Even with copy-pasting relevant bits it is still a pain, probably should have started with a building closer to what I wanted than the bus station I started with.
Title: Re: The Cataclysm games thread.
Post by: Sharp on March 21, 2023, 11:51:25 am
So I know this has been discussed before often, but the "Realism" PRs in DDA are just so pointless.

It just feels so arbitrary and doesn't take gameplay into account. So one of the latest changes is smartphones don't give small lenses anymore. It makes sense really, a smartphone lens isn't anywhere near the same as a microscope lens (the other source), but then what is a small high quality lens used for? bow/pistol/rifle Scopes. Well I'm no scope expert but you just can't arbitrarily use two lenses and say they will work, you would need convex and a concave lens, but now good luck finding them.

So then it just goes to, what's the point. So now to make a bow scope you have to find some microscopes which are fairly rare.

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.

Now I'm not arguing to remove 90% of recipes or items, but more of plea that any "Realism" update actually look at the gameplay and mitigate changes. So for example the smart phone lens issue, mitigate that by altering the recipes that use the small high-quality lens, or provide an alternative source. Unless you want to change the gameplay to make it harder to build scopes.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 21, 2023, 12:14:12 pm
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.
Title: Re: The Cataclysm games thread.
Post by: taat on March 21, 2023, 01:51:14 pm
the most obvious way to fix the small lens issue is probably with overhauling the disassembly system. You could very straightforwardly get them via break a robot -> disassemble for sensor array -> disassemble for small & normal high-quality lens

- since robots/turrets are pretty common

But currently you can't do that unless you have the stupid high electronics skill needed to disassemble the whole robot and put it back together again, or you'll destroy all the parts when trying to disassemble.

-- but overhauling the disassembly system is a lot of work, which is why it hasn't gotten done yet
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 21, 2023, 10:30:33 pm
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'd comment on how I never had to craft a scope but it's a playstyle thing so meh. But another problem is that microscopes are rarer than they should be. Only 10% chance in a school according to https://nornagon.github.io/cdda-guide/#/item/microscope.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 22, 2023, 03:19:43 am
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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 22, 2023, 03:30:38 am
That too. A microscope isn't really made for looking at far-away things lmao. And makeshift guns aren't that hard to make IRL, the issue is that they are inaccurate (which the game models) and that they are unsafe (which it doesn't, yet?). And in-game the issue with making them is that you will probably find a real gun before getting the skills to make one, because it's set in America. If there was an European total conversion mod, makeshift guns would be more than a gimmick. But alas.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 22, 2023, 03:38:35 am
The ones in that book I mentioned are probably relatively safe to use but the accuracy is probably pretty shit unless you use it point blank.
Title: Re: The Cataclysm games thread.
Post by: Sharp on March 22, 2023, 11:47:18 am
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.

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

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.

I actually said that originally in my post regarding microscopes but did a bit of sleuthing and it really just depends on the lenses you are using, for any telescope to work you need a convex and a concave lens (of which there will be one of each in a microscope, but also in a camera lens) so you could probably use one of the lenses in the microscope, but also in that regard you would have a small and large lens in a camera that you can also just use anyway so still pointless to use the microscope one, but technically you could use a microscope lens (in addition to a larger lens) to create a scope, I think.

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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 22, 2023, 02:06:07 pm
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.

Not really? You can have separate uncraft recipes for taking apart the robots instead of making the main recipe reversible. This is also done as a common way to change what tools are needed to take an item apart.

In addition, don't forget that there's a distinction between broken robots and inactive robots. The former are generic items that can't be used directly, are dropped by robots when destroyed, and generally NEED an uncraft recipe to get parts out of since the item itself isn't craftable. The latter is the item for the actual deployable robot, and is what you get if you either craft it yourself or deactivate a robot that's been made friendly via control laptop, scrambler gun, or whatever. In this case you'd want to make its recipe (if craftable) not count as reversible and define a separate uncraft recipe.

You can also go the route of setting the recipe diffculty fairly low and then making the booklearn levels higher, and optionally add the SECRET flag to make sure that starting the game with those easy low-level skills doesn't mean you already start off knowing that recipe (as normally starting skills can let you start off knowing otherwise booklearn-only recipes). If you still want it autolearn you can even explicitly define what levels it autolearns at, or make it so it requires levels in multiple skills and not just the primary skill. Since this is DDA we're talking about, you could even lock it behind certain proficiencies like a robotics proficiency or whatever, as you can optionally set a recipe's proficiency requirement to be a "hard" one where you outright can't attempt a recipe without already having said proficiency.

All of this is real no-brainer easy JSON stuff to be honest, so "removing lenses from all these easy uncrafts was the lazier option" doesn't even really work as an excuse. There were multiple solutions to this problem and they picked the one that's the most detrimental to players.

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

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.

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.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 22, 2023, 07:57:09 pm
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.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 23, 2023, 02:47:23 am
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.
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.


You know what I'm just gonna layout what the book said, it might be more involved than a slam fire but it'd probably hold up better to repeated use and be more accurate.

Tools:
Wood saw (Shapes the stalk)
Hand drill or power drill (Drilling through the plug for the firing pin)
Hammer (Shapes the hammer)

Materials:
Plank
Pipe
1 Pipe fitting set (You only need two a sleeve and a plug)
3 Nails (For the firing pin, holding on the hammer, and trigger)
Glue (To attach the barrel)
Cloth (Making the barrel hold better)
1 Scrap metal (This becomes the hammer)
Spring or strong elastic
Title: Re: The Cataclysm games thread.
Post by: Sharp on March 23, 2023, 01:20:17 pm
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 think back before then as well in more Whales time it was basically harder zombies would keep spawning later and would essentially come in waves, generally it was fight some zombies and then once they are dead you have some time to loot and then a new wave gets spawned in after some time, the more noise you make the less time it is for the new wave. You could eventually de-populate an area of zombies but it would be after days, unless you are constantly making noise. And also when Flaming Eyes would just melt your walls...

Like the faction camps in BN and DDA now have all this stuff about NPCs guarding areas and building up trenches but there doesn't seem to ever be anything that comes to attack, maybe that is something planned in the future like raids? Or wandering hordes which actually wander.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 23, 2023, 02:12:29 pm
Yeah, some sort of staggered spawn behavior like that, I forget exactly how it works. I kinda came along in the latter half or so of when that was a thing, it seems.
Title: Re: The Cataclysm games thread.
Post by: taat on March 24, 2023, 09:14:02 am
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
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 24, 2023, 11:10:38 am
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.
Title: Re: The Cataclysm games thread.
Post by: Sharp on March 24, 2023, 01:37:53 pm
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.

If you want to go for the "realism" route though, then honestly a camera lens is enough for a makeshift scope. You can basically make the camera and pro camera disassembly give the high quality lens and high quality small lens.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 25, 2023, 03:25:59 am
Oh thank god I've finally finished this damned building, I think I might skip adding vehicles because that seems like it's own unique hell. Now all that's left is to fix the critters.


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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 25, 2023, 09:54:49 am
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.

You can also use "mapping" if I recall, though that may be depreciated in either DDA, BN, or both.
Title: Re: The Cataclysm games thread.
Post by: King Zultan on March 26, 2023, 03:23:32 am
I didn't see that one anywhere so I guess I lucked out on not having to figure out what a fifth one wants.
Title: Re: The Cataclysm games thread.
Post by: taat on March 27, 2023, 02:39:47 pm
breaking! drama report, 27th of march 2023
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 27, 2023, 03:49:41 pm
out of the drama that does not surprise me anymore, i think giving more ability to the player to customise the game is always the best way.
As someone mentionned in the github page this kind of indepth option could allow to create an outside of USA experience in which guns and ammo are rarer or etc...

For the drama i really don't see where is the "UI problem", from the screenshot the contributor made it as a "+" group to avoid cluttering anything.
 
I hope to see something like that in CBN at some point.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 05:33:22 pm
Yep, been watching it and sent NP a PM with my condolences. Personally, we've had disagreements with Night in the past, usually because he's occasionally come into PRs on BN to start arguments over features he was involved in being tweaked for gameplay reasons, but even with those disagreements it doesn't make it any less...distasteful, how the other devs have responded in the thread by IMMEDIATELY throwing him under the bus.

A highlight especially would be:

Something like this really has no purpose being dredged up and aired out as dirty laundry in a thread like this, and serves only to make him look bad for choosing to leave.


I suppose this also has a hint of "I can't believe leopards would eat MY face!" as well given much of the arguments Night has been in, and the reason he said he doesn't feel up to move to BN, has come from a lot of his code efforts being on things that fit the "realism over QoL" image that often causes arguments over there. That the tipping point comes when he goes for a QoL PR, and that they immediately turn on him when he voices his decision to leave over it, is completely to be expected. It's still saddening despite my disagreements with the guy, and it doesn't make it any less unprofessional on their part.

EDIT: usually, not unusually, you know what I mean weh.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 27, 2023, 05:45:25 pm
Hm, he could create a fork, then let the other two forks steal what they like.
He could also go the route of modding, those sometimes get incorporated into one of the branches.

Then again, taking a deep breath and working on other projects is probably the healthier option, then maybe pursuing something.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 06:00:06 pm
We're already looking into adding the idea to the list for BN. Probably for the best not to ask him to come over and do it himself, PRing a port and co-authoring him works fin though.

Main question development-wise (aside from, you know, getting time and energy to work on stuff @.@) so far is what's the best way to split up item categories. Looks like the method Night used is the same way item categories are set up in inventory, which so far sounds like the best way to do it. Going by the same logic sort zones use is also an option but I don't feel that'd be better, but who knows.
Title: Re: The Cataclysm games thread.
Post by: Robsoie on March 27, 2023, 08:15:18 pm
Looks like that dev not interested in CBN, so unless somehow the situation between those CDDA devs cool down he probably should just start his own fork with his own vision.
Anyways, this type of option sure could improve CBN as that's a lot of potential to customise your world even further.
Maybe also adding some presets could come with this, a bit like you can create character presets ?
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 08:37:11 pm
Maybe also adding some presets could come with this, a bit like you can create character presets ?

Promptly quoted into the development channel over on the discord, could be interesting.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 08:41:26 pm
Oof. Not gonna comment anything except oof.

But yeah there's a moratorium on more world customization stuff currently and he honestly should have known it. I don't have anything to say about Erk's response.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 08:50:29 pm
I have lots of things I'd want to say and have said elsewhere but eh. Others in the same reddit thread have already said things I'd probably just mirror, RIP them since I'm sure once Maddremor wakes up there's going to be a flood of deletions or just the thread getting locked.

Distasteful is absolutely what I'm sticking with though, given I've already brought it up here. I don't think many people other than Erk himself would find that (especially the personal info posts, someone in there compared it to concern trolling and pointed out that's a gaslighting tactic used by abusers) to be an unreasonable opinion.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 08:54:59 pm
Totally won't be me who pings Maddremor on Discord because I want this over with. :P
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 08:59:17 pm
Yeah, no need to remind me of his behavior either, we've already had confirmation in the past that he's gone so far as to lurk in the BN server under an alt and used things said there as an excuse to lock threads under the pretext of "brigading" :V
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 09:00:27 pm
I happen to be his personal friend and so I honestly dc what he locked. Good for him, I'd be doing the same if I was a mod on the subreddit.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 09:15:13 pm
Unfortunately still something most people would frown on. I try to discourage people on the BN server from actually going over and starting shit even if they're people I've gotten to know for some time so, I guess that's just a matter of being willing to ask your friends not to start shit. Which is...something in the vague direction of irony given the history I've had of myself getting involved in heated discussions, but given this whole mess playing itself out over on reddit while I'm off on the sidelines with popcorn, that demonstrates that the toxicity is sadly still there, and you'll have to just deal with it regardless of your personal connections to any of the people that might end up involved in it.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 09:32:48 pm
Well, locking the thread is the opposite of starting shit. Honestly that's probably the least drama-tastic outcome. Which is why I'm doing this.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 09:38:52 pm
Yeah no, to be honest saying "I'm gonna tell them to go lock the thread because I don't like that people have been criticizing Erk for being extremely scummy" is mostly just immature at best.

And here I was going to give you the benefit of the doubt that you saying "I don't want to say anything about Erk" was in the interest of neutrality or not wanting to get involved, but given you've poked on here to argue over people criticizing DDA this just seems like "oh they're talking shit about my favorite game again, I don't care what bullshit the devs did this time, time to complain until it gets shut down" :V
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 09:41:31 pm
It's less that and more me wanting the drama to be cleaned up no matter who is the perpetrator because surprise surprise, I don't like people screaming at each other. I'd be pinging Madd if it was BN-related drama too. Sorry if I worded it poorly, I just woke up and didn't have my coffee yet.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 09:46:52 pm
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.

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, in fact his activities continued for about 6 months to a year after I was if I recall given a temp ban at the time) before the moderators over there gave him to boot, just as a bonus example.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 09:54:02 pm
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.

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.
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.

I'm done engaging with this and giving this fuel as I know how long arguments with you go. Cheers.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 10:24:58 pm
Only thing I have to add to this is that Erk in particular...I mean do I really need to?

https://www.reddit.com/user/I_am_Erk/comments/ (https://www.reddit.com/user/I_am_Erk/comments/)

There are (as of this writing) 84 comments on that thread. 15 of those were Erk's, mostly in long back-and-forth threads such as this one. (https://www.reddit.com/r/cataclysmdda/comments/123w2oh/comment/jdwnnlp/?utm_source=reddit&utm_medium=web2x&context=3) Fris accounts for another 8 of them, for example. (https://www.reddit.com/r/cataclysmdda/comments/123w2oh/comment/jdx7yii/) 23 of them being those two in particular, and in sustained back-and-forth, makes this very clearly a bigger problem than the one-offs talking shit. Hell, there's about twice as many of so posts from them arguing with people as there are individual people bringing up BN in that thread, something that Maddremor has a noted hardon for cracking down on.

But whatever, I guess. Doesn't matter.
Title: Re: The Cataclysm games thread.
Post by: KittyTac on March 27, 2023, 10:32:12 pm
👍
Title: Re: The Cataclysm games thread.
Post by: Erk on March 27, 2023, 11:27:24 pm
Wow. It's really neat how that thread suddenly became active with a bunch of vitriol from people who don't usually post on the CDDA subreddit, right around the time it got posted here. I'm sure it's just a coincidence.

Thanks, CV. It's very subtle and a really good look for bay12forums. It took me a whole two minutes to figure out what had happened despite not having been to this thread for like two years.
Title: Re: The Cataclysm games thread.
Post by: candlebury on March 27, 2023, 11:28:30 pm
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.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 27, 2023, 11:37:26 pm
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.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 27, 2023, 11:55:08 pm
Again, posting details about Night's personal life is scummy, end of story.

I like how you ALSO go the route of blame me and insinuate I'm...what, exactly? I mean you could I guess pull the old "claim they're sockpuppeting under an alt account" horseshit that's been pulled before. I've been here commenting on it, I've told people on the BN discord not to go start shit over there. I'm not involved in this.

This is all on you. I've nothing more to say to you.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 27, 2023, 11:59:07 pm
Does "he's feeling nervous" really even qualify as details, actually, if no actual cause was shared? I'd consider "sharing personal details" to be like (for example) "his family members were drafted" which would actually be pretty scummy. But I don't consider a broad emotional state to be personal details.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 28, 2023, 12:09:31 am
I would definitely say "he's been acting really so-and-so lately" and commenting on past behavior is definitely dredging up commentary on his potential mental state or well-being that does not belong, yes.

Since people evidently don't read objects in spoilers, or perhaps you need a visual aid, first two examples I found:
(https://cdn.discordapp.com/attachments/303709479885733888/1090140783262318652/image.png)
(https://cdn.discordapp.com/attachments/303709479885733888/1090140783497203742/image.png)

Broad emotional state, yes. But being brought up to imply that this decision is the result of mental instability, ergo deflecting blame away from Kevin, is not okay. Whatever is going on in Night's personal life is his business, and having it used to infer that his objections are the result of irrational behavior is definitely scummy.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 28, 2023, 12:16:15 am
I still don't really see what's so personal about this... and I'm not exactly sure that having this reaction over a PR of a feature that there was lots of discourse about not implementing is something a stable person would do.
Title: Re: The Cataclysm games thread.
Post by: EuchreJack on March 28, 2023, 12:48:42 am
I think we'd all be a lot better off not speculating as to the mental conditions of others.

For example, you wouldn't know this, but I'm sick as a dog.  My mental faculties are no worse than usual.

We don't know what, if anything, anyone else is going through. So, maybe we don't go down that alleyway.

EDIT: Perhaps I should be more blunt: Let's stop this before we get another locked CDDA thread.
Title: Re: The Cataclysm games thread.
Post by: Random_Dragon on March 28, 2023, 12:57:43 am
Basically the point I'm trying to make, and that I personally find Erk having done that (again, in a very public place) to be distasteful.

Let's leave it at that if we can.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 28, 2023, 01:04:42 am
Yeah we should probably end this shitfight before Toady gets involved. Nobody involved will change opinions from this anyways.
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 28, 2023, 05:19:44 am
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?
Title: Re: The Cataclysm games thread.
Post by: taat on March 28, 2023, 07:35:53 am
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")
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 28, 2023, 08:41:44 am
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.
Yeah, weird that it's only at DDA one could get... rumours of controversy/drama and other interesting events.
It's all quiet on BN side... aside from sometimes hilarious interpretations of what is going on, again, at DDA...

Frankly, I would like to read Erk's (fan)(fiction) of how chaosvolt was involved, to overthow the DDA or anything he'd possibly theorized.
And reviewing it, if possible.
Perhaps this experience could help fleshing out the... ideas for exodite lore. After all, we all want an interesting story, since we went this far.
Title: Re: The Cataclysm games thread.
Post by: MaxTheFox on March 28, 2023, 09:03:42 am
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.
Title: Re: The Cataclysm games thread.
Post by: Blogaugis on March 28, 2023, 10:26:37 am
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.
I'm stopping.
Have a... nice day/evening/whatever, everyone...
Title: Re: The Cataclysm games thread.
Post by: Toady One on March 28, 2023, 08:06:30 pm
I'm done with Cataclysm threads for the moment.  Please stop creating them.  You can go back to something like March 8th and see another "let's not get this locked!" discussion.  It's too common, and the forks are actively fighting each other it seems.