You emerge from the shelter into the dim light of an overcast day, and look around for the first time since the disaster.
The world as you knew it is gone. A ruined world stands in its place, full of nightmares come to life. Nothing can ever go back to the way it was, before the Cataclysm, but you have to be strong. You have to survive. You have to persevere. If you don't, death will be one of the better outcomes.
Above your head, storm clouds gather, and the rain stings and hisses against your skin. You shoulder your backpack, and start walking. The world has gone to hell, but you get the sinking feeling that there are darker days ahead.
You can warm yourself up from a nearby fire.
Not quite, but unless something huge comes up it should be hopefully going out sometime today or tomorrow last I knew (Though as always we reserve the right to delay it just a bit if something horrible happens :P). That said if the itch has you bad you can download the latest experimental versions from the main page. They are functionally identical to the planned .C release, with the only real differences being that they are still labeled "0.B" and a few of the translations aren't totally updated quite yet.Quote from: New FeatureYou can warm yourself up from a nearby fire.
So that's why I kept freezing at night. Is this version released now? The download link on the page is still for 0.B.
all aboard the PTW train!Choo! Choo!
all aboard the PTW train!Choo! Choo!
A thousand pages of cataclysm, lost to the void of forum archives...Now we'll never catch up to space station 13.
A thousand pages of cataclysm, lost to the void of forum archives...Well there's a link to it from the OP, so you can think of them as being virtually conCATentated *looks at i2amroy's avatar, waits for groans*.
Can't wait for 0.C. because when it lands, the experimentals are getting a certain much awaited bounty feature whose name starts with Z (*hint *hint)Zzz-zombies? You should totally add a mode to the game where you fight zombies. I bet that would be so rad.
Posting to link back in, and also to point out that a number of the .0C "new" features where in the last stable build.
Namely, weapon straps.
Am I doing something really wrong(or really right) if driving over a shrub(at ~200MPH) rips off half the vehicle?I think you should test with a bigger vehicle. The 'shrub' and collision has...in my memory, been present since the 'before' builds.
I should note the vehicle is a motorbike built from scratch using extra-light frames and a V8 diesel engine.
Am I doing something really wrong(or really right) if driving over a shrub(at ~200MPH) rips off half the vehicle?I think you should test with a bigger vehicle. The 'shrub' and collision has...in my memory, been present since the 'before' builds.
I should note the vehicle is a motorbike built from scratch using extra-light frames and a V8 diesel engine.
And a 'shrub' can pretty much mean many different kinds of hardy plants. :P
We are uncertain as to the durability of 'extra-light' frames...so it does make plausible sense that this would occur.
I'm pondering on fanart exemplifying the landmine++ strength of a shrub here.Am I doing something really wrong(or really right) if driving over a shrub(at ~200MPH) rips off half the vehicle?I think you should test with a bigger vehicle. The 'shrub' and collision has...in my memory, been present since the 'before' builds.
I should note the vehicle is a motorbike built from scratch using extra-light frames and a V8 diesel engine.
And a 'shrub' can pretty much mean many different kinds of hardy plants. :P
We are uncertain as to the durability of 'extra-light' frames...so it does make plausible sense that this would occur.
Yep, my truck essentially drove itself into the ground when it hit a shrub. Then it's wheels flew off, but this was a truck with regular steel frames and was quite durable. So shrubs generally have been car enders in my experience. :P
all aboard the PTW train!*choochoo*
Yep, my truck essentially drove itself into the ground when it hit a shrub. Then it's wheels flew off, but this was a truck with regular steel frames and was quite durable. So shrubs generally have been car enders in my experience. :P
You can still use cars as wrecking balls without dying?
getting it up permanently is super hard, but temp bonuses are relatively easy: just takestimulantsmeth.
I like shrubs being car wreckers. It allows you to have a regular car and drive around with it but if you have no easy means to repair it you avoid driving offroad...just like a normal car. But with a little bit of time and resources you can convert that same car to be safe to drive offroad at reduced speeds through bushes just with a bit of front armor. Or even go whole hog and design a fully custom maneuverable 3 tile wide armored tank that can do highway speeds offroad with armor absorbing the strikes from bushes and weaving around the thicker stuff.Comically, to emphasize my previous post, you can drive a truck into the outskirts of the forest and watch a few full grown trees get downed (or that's how I saw it anyway, I did manage to plow through a few) yet...a shrub on the other hand does otherwise?
You can't just take a vanilla car offroad without going very slowly or suffering damage. But if you take the time you can reinforce one that can handle the task. It gives you something to do to improve the car that makes it better than vanilla, even when you are not one of those mobile base types and just use it for loot transport.
I like shrubs being car wreckers. It allows you to have a regular car and drive around with it but if you have no easy means to repair it you avoid driving offroad...just like a normal car. But with a little bit of time and resources you can convert that same car to be safe to drive offroad at reduced speeds through bushes just with a bit of front armor. Or even go whole hog and design a fully custom maneuverable 3 tile wide armored tank that can do highway speeds offroad with armor absorbing the strikes from bushes and weaving around the thicker stuff.Comically, to emphasize my previous post, you can drive a truck into the outskirts of the forest and watch a few full grown trees get downed (or that's how I saw it anyway, I did manage to plow through a few) yet...a shrub on the other hand does otherwise?
You can't just take a vanilla car offroad without going very slowly or suffering damage. But if you take the time you can reinforce one that can handle the task. It gives you something to do to improve the car that makes it better than vanilla, even when you are not one of those mobile base types and just use it for loot transport.
Anyway, one bit here:
What's with some mutations (in debug) which have certain...um, categories? Like Wolf? Is it associated with the mutagen or the creature? The description text seems to be leading more on the mutagen but...it seems out of place, unless the lore does say that the mutagen was directly being developed for such purposes. IMO.
Yeah. If you decide to go down the, say, plant path, you end up having bark for skin, being able to photosynthesize, but end up slower.I like shrubs being car wreckers. It allows you to have a regular car and drive around with it but if you have no easy means to repair it you avoid driving offroad...just like a normal car. But with a little bit of time and resources you can convert that same car to be safe to drive offroad at reduced speeds through bushes just with a bit of front armor. Or even go whole hog and design a fully custom maneuverable 3 tile wide armored tank that can do highway speeds offroad with armor absorbing the strikes from bushes and weaving around the thicker stuff.Comically, to emphasize my previous post, you can drive a truck into the outskirts of the forest and watch a few full grown trees get downed (or that's how I saw it anyway, I did manage to plow through a few) yet...a shrub on the other hand does otherwise?
You can't just take a vanilla car offroad without going very slowly or suffering damage. But if you take the time you can reinforce one that can handle the task. It gives you something to do to improve the car that makes it better than vanilla, even when you are not one of those mobile base types and just use it for loot transport.
Anyway, one bit here:
What's with some mutations (in debug) which have certain...um, categories? Like Wolf? Is it associated with the mutagen or the creature? The description text seems to be leading more on the mutagen but...it seems out of place, unless the lore does say that the mutagen was directly being developed for such purposes. IMO.
Mutational branches in the tree. Certain mutations are categorized as certain animals with some overlap. Claws are cats, bears, wolves, etc I thjnk. With cetain mutagens you will go down those branches with use.
I like shrubs being car wreckers. It allows you to have a regular car and drive around with it but if you have no easy means to repair it you avoid driving offroad...just like a normal car. But with a little bit of time and resources you can convert that same car to be safe to drive offroad at reduced speeds through bushes just with a bit of front armor. Or even go whole hog and design a fully custom maneuverable 3 tile wide armored tank that can do highway speeds offroad with armor absorbing the strikes from bushes and weaving around the thicker stuff.Comically, to emphasize my previous post, you can drive a truck into the outskirts of the forest and watch a few full grown trees get downed (or that's how I saw it anyway, I did manage to plow through a few) yet...a shrub on the other hand does otherwise?
You can't just take a vanilla car offroad without going very slowly or suffering damage. But if you take the time you can reinforce one that can handle the task. It gives you something to do to improve the car that makes it better than vanilla, even when you are not one of those mobile base types and just use it for loot transport.
Anyway, one bit here:
What's with some mutations (in debug) which have certain...um, categories? Like Wolf? Is it associated with the mutagen or the creature? The description text seems to be leading more on the mutagen but...it seems out of place, unless the lore does say that the mutagen was directly being developed for such purposes. IMO.
Mutational branches in the tree. Certain mutations are categorized as certain animals with some overlap. Claws are cats, bears, wolves, etc I thjnk. With cetain mutagens you will go down those branches with use.
They can shock you, so meleeing them sounds like a bad idea. Have you tried applying a shotgun to the face?Rivtech short shotgun is my all-time favorite backup for cases like this - it's powerful enough and small enough to count as a handgun for holsters, so you can eliminate any non-mechanical enemy in around three turns. The ammo rareness is only more of an incentive to use it as an emergency weapon.
Hm, the last refugee center I went into (was also my first) was empty upstairs, and I did not manage to get downstairs.Mine always have zombies that spawn in the top-right quadrant. Lulz are had as I bait them into the npcs.
PTW, and post to finally getting around to playing this. :D
Any tips for a first time player with only a couple videos as knowledge? (I'll learn quickly :) )
PTW, and post to finally getting around to playing this. :D
Any tips for a first time player with only a couple videos as knowledge? (I'll learn quickly :) )
Knife spears. Seriously, knife spears are amazing and are the best generic starter weapon (barring martial arts). If you use the latest 0.C though forked spears are better but take more work. Also, tailoring in general is a vital part of the game and can help you survive the first few days. Along with tailoring is learning how the encumbrance and layering system works to be both protected and able to fight zombies.
I did some test and now I'm 80% sure that random npcs are needed for the refugee center to spawn.If that's the case it's definitely not intended. The refugee center should be based on static NPC's spawning, not randoms.
I did some test and now I'm 80% sure that random npcs are needed for the refugee center to spawn.If that's the case it's definitely not intended. The refugee center should be based on static NPC's spawning, not randoms.
Nah, I see refugee centers all the time and I play with static NPCs only.
So the new stable is out, meaning I can completely ignore it and go straight to the experimentals to enjoy the new additions that were building up due to the feature freeze?
Yay.
Experimental master race!
Experimental master race sounds like something horribly mutated out of Himmler's cloning vats.Seems appropriate considering this game
It's bad enough to come across your old characters corpse in a world, but at least in-game you have no reason to think of it as anything special.Worse: imagine being Hitler walking out of a weird lab and trying to restart the Nazi regime... Only to learn that two other Hitlers were way ahead of you and are now leading opposing factions to dominate the wasteland. Now Hitler is forced to team up with a cloned Stalin in order to win the War of the Two Cloned Hitlers.
Imagine being Hitler and coming across a corpse of Hitler, complete with all the changes a normal game of cataclysm brings.
It'd be enough that he wouldn't need a Walther PP to blow his mind.
One hundred coding monkeys banging on 100 typewriters...Eh, I could also see them trying to clone anyone interesting they have DNA of. Maybe they start making combinations.
I can only see Cata scientists trying to clone Einstein or Newton or Hawking. Hawking in a chickenwalker!
It's amazing how well balanced the game is considering the method of development...I'm not sure what your impression of our development process is, but there are only three people actively merging changes, and we keep a pretty tight reign on balance issues. If someone makes a pull request with major balance implications (including myself) it's scrutinized pretty closely and there's a lot of discussion about how it's going to impact the player before it gets merged.
edit: or maybe you could start as a clone of Hitler with the effect of everyone hating you since you are literally Hitler.
Don't miss my new tile set, featuring wearable and wieldable icons and mutations.Wait, some of the zoms are wearing skirts.
The whole Hitler thing reminds me of some old movie where a bunch of escaped Nazis clone Hitler a dozen times to have him come back and lead them; and then fail miserably because cloning doesn't work like that and all the new clones are actually rather nice.
The whole Hitler thing reminds me of some old movie where a bunch of escaped Nazis clone Hitler a dozen times to have him come back and lead them; and then fail miserably because cloning doesn't work like that and all the new clones are actually rather nice.That's 'cause they didn't do the Boys From Brazil thing and *also* replicate his life circumstances and traumas at the proper times...
HitlerWhy does everyone have this obsession with cloning Hitler anyway? It's not like he had the "genocide gene" or something. That would be dumb.
Don't have a hitler stache. Really, I'm not sure your average person would ever recognize him without it anymore.HitlerWhy does everyone have this obsession with cloning Hitler anyway? It's not like he had the "genocide gene" or something. That would be dumb.
Though I reckon Hitler-clone could probably live a life if he took care of his presentation. Keep somewhat messy hair, clean shaven or a beard, maybe make-up, don't stab people in the face... the usual stuff you do to hide your identity.
I wonder what stacheless Stalin looks like.If only Stalin 'Stache counts, like this:
You know, I was expecting that to be a photoshop of Stalin's moistache, just floating in the air without him.I wonder what stacheless Stalin looks like.If only Stalin 'Stache counts, like this:Spoiler (click to show/hide)
You know, I was expecting that to be a photoshop of Stalin's moistache, just floating in the air without him.You are not alone.
I still cant get into cataclysm, mostly because I find the early game (the only part of the game I am able to play) to be impossible to survive, even following guides.What I found out that works: Pick SWAT officer for starting profession. Self-defense class for Krav Maga. If you can min-max hard enough to get quick and maybe psychopath, you can get in one or two hits and back away a tile before the zombie in question can hit you. If you see a shocker or any kind of brute, take your pistol or smg and kill them with it. Make sure to place the pistol in the shoulder hoster, and the smg in the strap to save space. I usually drop the flashbang outright as well to save on space.
Run and hit mobs over broken windows, they say. Still get my face eaten the next turn. (And no, these arnt special mobs either)
Run and hit mobs over broken windows, they say. Still get my face eaten the next turn. (And no, these arnt special mobs either)Are you trying to kill them all at once? Ideally this is my idiot-proof strategy:
Do zombies still occassionally drop things that violently explode in fire?If you are playing with hordes on, starting massive fires can be the only way to survive, from what I've seen.
Also they can see you at night, the heat becomes bothersome, and smoke. But Fire is definitely a perfered way to deal with zoms overall.
Just wondering, was the sew pockets option for tailor kits removed for 0.C? I do not seem to be getting the option.Yeah, it wasn't really making sense under the current ENC system. Plans for post-0.C include increasing the resolution of the ENC system which should allow for it to be added back in pretty easily.
Out of curiosity, what was his stats?
Oh, how does fencing improve cudgel damage?
I bum ammo/lighter off them, then trade the hitchhiker joke book for a whopping 1k.
Quick question, how do I set up a house (evac shelter in this case) to be able to have a fire burning inside for crafting without burning everything down/filling entire place with smoke/asphyxiating myself? [...]Braziers are your most readily available buddy if you have the associated building on your map. Otherwise, utilize construction skills to craft an indoors fireplace (as far as I know).
Quick question, how do I set up a house (evac shelter in this case) to be able to have a fire burning inside for crafting without burning everything down/filling entire place with smoke/asphyxiating myself?
Do I need to build a fireplace? Or could I use something else? I know about hotplates and such, but don't want to use up precious batteries. What's the most resource efficient way to accomplish this?
how work the electical car, how recharge it?
Yep, it's the one I use most of the time, since rocks are dime a dozen; if you don't want/can get rocks, but have a garage nearby or another source for a metal tank, you can build a wood stove instead, but it's mostly a variant.Quick question, how do I set up a house (evac shelter in this case) to be able to have a fire burning inside for crafting without burning everything down/filling entire place with smoke/asphyxiating myself?
Do I need to build a fireplace? Or could I use something else? I know about hotplates and such, but don't want to use up precious batteries. What's the most resource efficient way to accomplish this?
Brazier can be made out of sheet metal with a rock, but it might need minimal construction skills. It also won't contain the smoke.
You can build a stone fire place out of 40 rocks with I think a (stone-)hammer and a (stone-)shovel.
Thanks for your answers guys!
I remember I tried a brazier once and ended up smoking up the shelter, so wanted to be sure that wouldn't happen this time.
Does the fireplace also make light? Or will I have to be silly and put it next to my computer terminal? :P
Also, what do I need to make the stone shovel? Digging is the thing I don't have right now :P
out 0.c stable? the site don't report it in the news....We're having some problems with that, check the announcements board on the forum to get the download links.
Thanks for your answers guys!
I remember I tried a brazier once and ended up smoking up the shelter, so wanted to be sure that wouldn't happen this time.
Does the fireplace also make light? Or will I have to be silly and put it next to my computer terminal? :P
Also, what do I need to make the stone shovel? Digging is the thing I don't have right now :P
In response, I decided that if you were going to clone Hitler, then you should do it right.Out of curiosity, what was his stats?I made him a krav maga artist with the groom profession as I usually do. I didn't put much thought into this.
Well thanks to you guys help I now have a smexy fireplace where that broken console was in the shelter. MUCH BROTH ENSUED.
So I'm at 7 construction (started with it that high), 5 tailoring, 3 mechanics, plus rifles and marksman are both about to level to 3. I'm doing very well in this playthrough :3
What level do you get the survivor recipes? I'm currently in about 12 layers of reinforced...everything and am waiting for those to become available before I start paring it down to something reasonable. I have 17 torso encumbrance, PLEASE HALP :P
From the Hitler clone discussion:In response, I decided that if you were going to clone Hitler, then you should do it right.Out of curiosity, what was his stats?I made him a krav maga artist with the groom profession as I usually do. I didn't put much thought into this.
Gentleman... BEHOLD!Spoiler (click to show/hide)Hope you guys enjoy, it's my first mod.Spoiler: The JSON (click to show/hide)
Utterly fantastic news :)Backups are your friend, friend.
I was fairly confident from what people have said, that they would be save compatible, but for the sake of waiting to get an answer first, it seemed silly to risk a good character and a 30-odd episode LP on rushing in and updating out of excitement xD
Cheers for the help all :D
Well thanks to you guys help I now have a smexy fireplace where that broken console was in the shelter. MUCH BROTH ENSUED.Read as Bro-th or Bro-eth on first read. I regret nothing.
What level do you get the survivor recipes? I'm currently in about 12 layers of reinforced...everything and am waiting for those to become available before I start paring it down to something reasonable. I have 17 torso encumbrance, PLEASE HALP :PMy (and most anyone else's) secret to leveling tailoring: Reinforce zombie drops before cutting up and using to craft more things to reinforce and cut up.
From the Hitler clone discussion:Only now did I notice: Hitler. A Krav Maga artist. The ironing, so delicious.Out of curiosity, what was his stats?I made him a krav maga artist with the groom profession as I usually do. I didn't put much thought into this.
My (and most anyone else's) secret to leveling tailoring: Reinforce zombie drops before cutting up and using to craft more things to reinforce and cut up.What I've been doing :P
Well, time to try doing a series on this again.Never.
[color=transparent Lets hope someone watches this one...[/color]
So am I the only one who still doesn't use any vehicles?Yes.
What skills do I need to make one of those spear everyone was talking about earlier (Forked spear? Can't remember the name. It was supposed to be better that the knife spear.)Don't be ridiculous. Nothing is better than the KNIFE SPEAR.
Mostly because I'm really curious as of what mutation the arsonist in the refugee center has.
Pff, vehicles is for pussy. Real man travel on foot with a hobo stick by his side.So am I the only one who still doesn't use any vehicles?Yes.
Having a base for longer then 5 days is for wimps.
Unless it's summer, in that case you are entirely justified in stocking up on books and remain shut inside until the season is over.
Edit: Found a bug I think. I respawned in the same location and the NPC thought I was the previous character and asked, if I had finished his mission.
add some sound please :O)
add some sound please :O)
Sound is technically already possible. There used to be background music, but it seems to have been taken out at some point. I still have it, and just copy them over with the playlist .json every time I update. Even threw the Hellgondo theme music from MGQ into the playlist because it sounds pretty apocalyptic on it's own.
Given that a sound engine exists, it probably shouldn't be too hard to attatch sounds to events.
Anyways, while we are on the topic of music, what songs do you guys/gals put on while playing?
How viable is it to grab a military transport? I took a jug of diesel, and one is in the road. Is dielsel hard to get, or more efficient, or w.e.?
I wonder if anyone bothered to add in the ability to use veggie oil in a diesel engine for fuel.You can actually turn corpses into Biodiesel. I recall a picture on Imgur that was basically five barges welded together, and powered by biodiesel. One of the barges was for the decomposition of corpses into the fuel.
.....that is unbelievably hardcore and awesome. Doubly so if the barges have a way to mow down zombies, scoop them up and transport them to the decomposition chamber in an automated fashion.I wonder if anyone bothered to add in the ability to use veggie oil in a diesel engine for fuel.You can actually turn corpses into Biodiesel. I recall a picture on Imgur that was basically five barges welded together, and powered by biodiesel. One of the barges was for the decomposition of corpses into the fuel.
I believe the idea was you parked it at a dock, banged on some pots, the zombies shamble onto the boat, with you on an inaccessible catwalk above them, then they just kinda followed you to the pit where popped em in the head with a long stick and added lye......that is unbelievably hardcore and awesome. Doubly so if the barges have a way to mow down zombies, scoop them up and transport them to the decomposition chamber in an automated fashion.I wonder if anyone bothered to add in the ability to use veggie oil in a diesel engine for fuel.You can actually turn corpses into Biodiesel. I recall a picture on Imgur that was basically five barges welded together, and powered by biodiesel. One of the barges was for the decomposition of corpses into the fuel.
Anyways, while we are on the topic of music, what songs do you guys/gals put on while playing?
Why, of course: https://www.youtube.com/watch?v=bC6A1ClltPw
So... are zombies just faster than everyone now by default? I can't outrun them with a fresh character and bush abuse anymore...Shouldn't be. Are you wearing shoes? Are you sure that you aren't encumbered in some other way?
Bug: I imported my save to a fresh experimental, but the NPCs in a refugee center that is fairly far away, but close enough to be revealed with the "Reveal map" debug option, have all disappeared.I find it lying around :) houses, and think Ive seen it drop from zoms. Its not a 'common' item, in either case.
Also, how do I get limestone for quicklime/cement?
So... are zombies just faster than everyone now by default? I can't outrun them with a fresh character and bush abuse anymore...Shouldn't be. Are you wearing shoes? Are you sure that you aren't encumbered in some other way?
Bug: I imported my save to a fresh experimental, but the NPCs in a refugee center that is fairly far away, but close enough to be revealed with the "Reveal map" debug option, have all disappeared.You can sometimes find limestone shards inside a mine's storage building, I believe.
Also, how do I get limestone for quicklime/cement?
Didn't realize Hitchhikers don't start with shoes. Seems like that was it.That, on the other hand, is probably a bug. :P I'll report that one if it hasn't been fixed yet in the experimental. Do note that our Hitchhikers are "the Hitchhikers Guid to the Galaxy" type of Hitchhikers, though, so they probably won't get any sort of fancy shoes.
Didn't realize Hitchhikers don't start with shoes. Seems like that was it.That, on the other hand, is probably a bug. :P I'll report that one if it hasn't been fixed yet in the experimental. Do note that our Hitchhikers are "the Hitchhikers Guid to the Galaxy" type of Hitchhikers, though, so they probably won't get any sort of fancy shoes.
It is still amusing to me that 'Shotuguns: The art and science' and 'The homebrewer's bible' can be found in the school library.I would be absolutely shocked if any library system (so not every library in a county/etc, but at least one of them) didn't have at least a few books about home-brewing, or about reloading. Well, maybe in some parts of Utah they wouldn't... but other than that, both subjects are a part of American heritage.
It is still amusing to me that 'Shotuguns: The art and science' and 'The homebrewer's bible' can be found in the school library.
Cloning Hitler fuhr medical researchFTFY
Why are skeleton dogs so dodgy :(
Why are skeleton dogs so doggy?:P Exactly what I thought.
Bug: I imported my save to a fresh experimental, but the NPCs in a refugee center that is fairly far away, but close enough to be revealed with the "Reveal map" debug option, have all disappeared.
Might the Z-level buildings interfere with the Lab survivor scenario? I spawned in a clearing and almost got mauled by a black bear, instead of being locked down in a lab.They hadn't, before.
Might the Z-level buildings interfere with the Lab survivor scenario? I spawned in a clearing and almost got mauled by a black bear, instead of being locked down in a lab.
Addenum: Created a new world, found a new refugee center, still nobody there.
I wonder if anyone bothered to add in the ability to use veggie oil in a diesel engine for fuel.When you make gasoline you get 200 diesel and 200 lamp oil as a byproduct.
Addenum: Created a new world, found a new refugee center, still nobody there.
You need to have static NPCs on.
select it in the inventory, then nload und don't select another bottle, just hit ok.
So I started a forest fire . . . And because its the first night still I have no clue what's around :|
Was an accident! I swears it!
@pisskop, Zireael: That guy has posted MANY times asking how to dump out containers.In fact he had numerous answer to his question but after checking his post log he didnt ask numerous time.
Smoker zombears. That's scary.So I started a forest fire . . . And because its the first night still I have no clue what's around :|
Was an accident! I swears it!
Good news! Smokey is a zombear now!
@pisskop, Zireael: That guy has posted MANY times asking how to dump out containers.
This needs to be added to the game.Smoker zombears. That's scary.So I started a forest fire . . . And because its the first night still I have no clue what's around :|
Was an accident! I swears it!
Good news! Smokey is a zombear now!
@pisskop, Zireael: That guy has posted MANY times asking how to dump out containers.
I just started a new game on the newest version. I choose the really bad day setting and it seems that my infections has just disappeared. Is this a thing now? Infections can go away by themselves?
Few questions:
1. What measures the fire protection of clothes? Is it just the "Environmental Protection" stat or do things like turnout coats and other nomex stuff have some special modifier?
2. Do troglobites actually have the ability to dig vast underground lairs now? Can you do the same with digging tools? Or is horizontal digging not in yet (I couldn't find it so I don't know)
Have there been any more updates since 0.C?Aside from Experimentals?
Forgot a question:
3. What's a good way to get mechanics from 3 to 4? Need another level to start reading the Internal Combustion book but removing parts doesn't seem to be leveling it anymore :(
Yeah, turns out the not leveling only seems to apply to the broken grey parts, just leveled :)Forgot a question:
3. What's a good way to get mechanics from 3 to 4? Need another level to start reading the Internal Combustion book but removing parts doesn't seem to be leveling it anymore :(
Actually soldering items or repairing carparts seems to do fine.
Will fire spread without fuel inside?
Same with bone needles, which you get from... actually, I think anyone can make one of those.
Cool! I have never done a rural character that hadnt established himself city raiding first.
Soo . . . Weapons. When they list severl types of damage is that in conjunction or seperatate? Wood axe say 17cut and 10 bash. 27 total?
Survival 1.Could have sworn I made one within seconds of starting a game without skills, but allright.
Quick question: how do I place items in a minifridge? Minifridge tile is not passable so I can't get on top of it and drop food there.
barely anything but his augmentations to fall back to at the beginning...JENSEN TYPHOON GO!
Meh? You don't. Its a snack. You open the box and eat them like potatoe chips. In fact, they were the first potatoe chips.For some reason I thought this was a GD thread.Spoiler (click to show/hide)
You know, I recall a while back a game project (which IIRC never came to fruition) that began as a diablo clone. Basically the main character was a (magically - it was a fantasy setting) enhaced ubermensch in the middle of a zombie apocalypse (the zombieness was related to the ubermenchism, in fact. Their whole civilization made extensive use of enhacements and some outside force had corrupted them, with the main character remaining immune).
(If someone knows which game I'm talking about I'd be grateful if they stated the name, btw)
I have like 15 boxes of Raw Lasagne because I can't make lasagne :P
For some reason I thought this was a GD thread.Epic-level self-trolling right here. At least you caught it before anyone gave you the what for. ;)
To cook pastas, I think you need a pot, 'water', and a fire.
Quick question: how do I place items in a minifridge? Minifridge tile is not passable so I can't get on top of it and drop food there.
"Shift D" and then point in the direction of the fridge. This is how you 'D'rop things not on your own tile. You can also use ' / ' to open the inventory management screen.
Smokey the Zombear should be a rare enemy that spawnaroundforest fires.
I have like 15 boxes of Raw Lasagne because I can't make lasagne :PCuciano Italiano is needed. Had the same problem myself and ended up jut eating it raw before I found the book :P
I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I'd drop it quickly.
I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I don't know how big a gallon is so this doesn't sound impressive to me at all.
I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I don't know how big a gallon is so this doesn't sound impressive to me at all.
In other words.Four litres. That is a 32-litre fish.I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I don't know how big a gallon is so this doesn't sound impressive to me at all.
And since you can safely estimate the average density of a fish' tissues to be just about the same as water (slightly heavier than it's biome's salty water, for the nitpicks amongst us), that'd be a 32+ kg fish.I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I don't know how big a gallon is so this doesn't sound impressive to me at all.
Four litres. That is a 32-litre fish.
In other words.You call your bottles jugs?Spoiler (click to show/hide)
Some gallon jugs.
You call your bottles jugs?In this part of New Zealand we do, at least for bottles twice as wide as typical bottles.
Why are you fighting the zombies in such a way that they can even hit you enough to get an infection (Yes I know they can infect you on the first hit, but if that happens, you are INCREDIBLY unlucky and the game WANTS you to die)This happens to me all the time...
Wield it for shenanigans.I just caught a smallmouth bass with a volume of 120 and a weight of 11.2 pounds. Given that a gallon jug is 15 volume, that would put the volume of the bass at about 8 gallons. That's a pretty hefty sized bass.I'd drop it quickly.
Better to cart it around than use up all that space.
Wielding fish gives me an idea... According to fluff, killed Zeds revive later because Teh Goo fixes them up, given sufficient time chilling on the ground, right? Soooo could we make unliving zombie part weapons? Like swinging a separated spine with the head still attached, biting people who are hit.I'm pretty sure according to 'teh lore' that the body has to be relatively intact. Severed limbs and such probably wouldn't animate.
Might require some Mad Science (tm) to assemble. Might kill you in your sleep if you forget to put it inside a safe.
Wielding fish gives me an idea... According to fluff, killed Zeds revive later because Teh Goo fixes them up, given sufficient time chilling on the ground, right? Soooo could we make unliving zombie part weapons? Like swinging a separated spine with the head still attached, biting people who are hit.
Might require some Mad Science (tm) to assemble. Might kill you in your sleep if you forget to put it inside a safe.
how dissasemble a seat for take the spring?
So is it possible to make an obvious sign or signal? Something to point out a nearby minefield. In case I miss the Ps when driving.
Any good ideas?
So is it possible to make an obvious sign or signal? Something to point out a nearby minefield. In case I miss the Ps when driving.
Any good ideas?
So is it possible to make an obvious sign or signal? Something to point out a nearby minefield. In case I miss the Ps when driving....Hilariously, when I drove my custom vehicle over one (with the front being much like a 4-wheeled ATV, but with a reinforced windshield and giant wheels [big wheels = more speed!]), I ran over many, many mines. Suffered...no damage at all xD
Any good ideas?
how dissasemble a seat for take the spring?
Is it in your inventory or not?
Arent wide tires mine immune?So is it possible to make an obvious sign or signal? Something to point out a nearby minefield. In case I miss the Ps when driving....Hilariously, when I drove my custom vehicle over one (with the front being much like a 4-wheeled ATV, but with a reinforced windshield and giant wheels [big wheels = more speed!]), I ran over many, many mines. Suffered...no damage at all xD
Any good ideas?
m > N > Minefield!
Map, notes, "Minefield!"?
As I'm pretty unsure how to spot a minefield on the minimap unless you're traversing a commonly used route, unless you blow up the mines by proximity molotovs.
Arent wide tires mine immune?So is it possible to make an obvious sign or signal? Something to point out a nearby minefield. In case I miss the Ps when driving....Hilariously, when I drove my custom vehicle over one (with the front being much like a 4-wheeled ATV, but with a reinforced windshield and giant wheels [big wheels = more speed!]), I ran over many, many mines. Suffered...no damage at all xD
Any good ideas?
m > N > Minefield!
Map, notes, "Minefield!"?
As I'm pretty unsure how to spot a minefield on the minimap unless you're traversing a commonly used route, unless you blow up the mines by proximity molotovs.
Capital E on the main map will gray out the selected tile, usually used for ones you've explored.Yes, if you use Shift+e on a map tile for buildings you have already looted it makes very easy to tell them apart at a glance without having a city filled with notes.
Ahhh well it could have explain why he didnt blow up when running over the mines, then he was crazy lucky.Made me surprised.
Also she, if you mean me.
Is it just me or hydraulic muscles don't grant bonus damage to melee anymore?
How do you open the safe in bank's vaukt? Acetykene torch doesn't work apparently. Lockpick?Stethoscope?
So Im not sure if wandering hordes are wandering to me. I get some spawns when I raid, but mostly I am unimpeded as I smash all the furniture and everything.Blow up a gas station or similar noisy thing and watch the horde come your way.
There are some 'wanderer' symbols far north, but Ive seen none down where I choose to make a home. Which is further odd because I do get a trickle of zoms chading squirrels or whatever.
Can I 'reset' the spawns or do I have have to wait?
How do you open the safe in bank's vaukt? Acetykene torch doesn't work apparently. Lockpick?
Explosions seem to work well.
Are proper funnels better than homemade ones?
Is there a way to install a funnel or something to a vehicle to fill its water tanks?I don't think so, but that seems like a good suggestion.
#Add fire hydrants that cause flooding/damage on tile when smashed and can be opened to flood the area and can be used to fill up stuff.FTFY
Also a firetruck THAT SHOOTS FIRE
Is there a way to install a funnel or something to a vehicle to fill its water tanks?
AND THEN THE ACID RAIN STARTEDIs there a way to install a funnel or something to a vehicle to fill its water tanks?
Vehicles only accept clean water, funnels only yield dirty unpurified water. You'd be tainting your drinking water supply.
Yeah, pretty sure it got removed for reasons of "OH GOD ACID RAIN THERE'S NO COVER FOR MILES FUUUU-"Only serious complaint so far. Expect it'll be the only one though.
Yeah, pretty sure it got removed for reasons of "OH GOD ACID RAIN THERE'S NO COVER FOR MILES FUUUU-"
Not to mention that within those miles, wildlife(and undead) would die off. Potentially, items could be destroyed, since in Acid Rain(not Acid Drizzle), puddles of 5s would show up.The main reason was basically this. Animals and many other things that should care about acid rain and finding cover didn't. As such they would gladly parade outside until they collapsed and died, despite cover being right near them. Once we get local weather in it should be coming back near certain portal locations.
I miss the acid rain.Yes, but I don't recall exactly how, I think it just reduces the efficiency of the engine.
Does a car alternator increase fuel consumption?
I just lucked the hell out on a lab challenge. I spawned with night vision, and high melee, computer, and cutting weapon skills. I was able to use troglobite and rat mutagens/serums to get full night vision, and the boss room with a fusion rifle with lots of shots was only defended by a couple of manhacks. I lasted almost two weeks before I got careless and just walked right into a turret room. I was on my way to demolish my way out of the lab (a barracks had stopped me until then, zombie soldiers are absolute murder at close range) with the fusion rifle, and I just carelessly strolled into a dead end room and got shot all to pieces. I'm so pissed but I need to start another one right now. Next time I'll take cannibal too, being reduced to eating the dead scientists meant I could either eat for the day, or get stuff done.how do you even know when is the time to sleep? :P
Tuned skilling progression for making archery items to allow bootstrapping.I guess archery is easier, but how should I use it on my favor to go full hunter?
how do you even know when is the time to sleep? :PGo to sleep when you get tired, if it's safe to do so. Otherwise start working on getting to a safe place to sleep when you do get tired.
someone can explain me what this means?
Man I got creamed by turrets even with shift-X, it was a few months ago so maybe it's better now.
a turret that would shoot even after I closed the door.
I've found[A version ago, at least], that having no light sources one you and full night vision makes it much easier to kill turrets with thrown junk, since they rely on light to see and you don't.
I've found[A version ago, at least], that having no light sources one you and full night vision makes it much easier to kill turrets with thrown junk, since they rely on light to see and you don't.Thirded, and the only way I'll deal with turrets at all. *SOOO* much easier.
Shift-X greatly increased the survivability of my characters in the lab. It lets you peek around corners without actually stepping through them. stuff won't see you if you do, and that includes turrets. From there it's just a matter of leaving a signal in front of dangerous doors.When I'm armoured, my "signal" ends up being my blood spattered around the door. :P
Just got the "Ring of Forgotten Suffering" from a mine. It grants invisibility and netherworld attention when worn, I shit you not.That's hilarious. :P
Just got the "Ring of Forgotten Suffering" from a mine. It grants invisibility and netherworld attention when worn, I shit you not.
I've found[A version ago, at least], that having no light sources one you and full night vision makes it much easier to kill turrets with thrown junk, since they rely on light to see and you don't.
This is it. If you're not in a lab start just avoid them until you can get a decent firearm and some NV goggles, and you'll be much safer.
Another trick - the turrets give off light, and can only see in that range. Before you enter a room with a potential game-over in it, turn off the flashlight.And DON'T go "Ooooh look, an Armory Terminal!" and beeline for it as you are congratulating yourself for staying out of the light of the terminal by the turret :p RIP Lab Mutant VII...
So is it INTENDED that "full" night vision only lets you see four-ish squares ahead of you?
I think fey vision might let you see at night like its day, and there's some other vision types as well but its been so long since I've played with mutations that I can't really say definitively.
Yeah I mean I KINDA get why its not as good as normal vision, but also kinda don't. I mean, the things that have full night vision include trogs which are pretty much expected to spend ALL their time in the dark, so it feels weird that they wouldn't be able to see as far as "normal"I support the idea that alternative means of sensing things should be available. Sight requires light. Kinda a prereq. At least the way we percieve it and envision it. SNever got the idea of 'darkvision' except a a way to handwaves other senses.
Like I said, I kinda get it, but kinda don't.
I am my own band!Now you just need some zombies, and you'll get this. (https://www.youtube.com/watch?v=lcwP5wpNGyw)
Playing harmonica, saxophon and clarinet at the same time. :D
Now if I can just get my hands on a guitar and some drums...
I just discovered the remains of a cannabis factory in the basement of a random house. Got enough weed there to last me until I can get those seeds planted and harvested hehehe.So you're going to spend the apocalypse making dank MLG parody videos? :P
Unfortunately, Youtube doesn't exist in the Cataclysm.I just discovered the remains of a cannabis factory in the basement of a random house. Got enough weed there to last me until I can get those seeds planted and harvested hehehe.So you're going to spend the apocalypse making dank MLG parody videos? :P
BTW am I the only one who thinks Cataclysm and LCS are the same universe?Plus with the apparent GUNSGUNSMURRICAGUNSCRYINGEAGLE attitude of the country and the scientists being clones of Dr. Frankenstein using Mengele's cells, it's not that unlikely.
For example: the stats are mostly the same and have roughly the same scale (20 max with 5-ish being professional and 10 being "super amazing")
Man, I didn't play for such a long time (don't know why ;_;) and now starting to skim through the changelog and it looks amazing already. Can't wait to play as a meth addicted bad ass zombie slayer kid with a cute Cars or MLP backpack.
Is there a safe way to crack it open now?
a safe way
Man, I didn't play for such a long time (don't know why ;_;) and now starting to skim through the changelog and it looks amazing already. Can't wait to play as a meth addicted bad ass zombie slayer kid with a cute Cars or MLP backpack.
You forgot the dinosaur suit.
Nothing is quite as satisfying as getting full survivor gear and full nightvision after your first serum. Now if only I didn't find building vehicles tedious as all hell....Now I have a mental image of someone injecting themselves with "survivor serum" and growing survivor gear :D
Nothing is quite as satisfying as getting full survivor gear and full nightvision after your first serum. Now if only I didn't find building vehicles tedious as all hell....Now I have a mental image of someone injecting themselves with "survivor serum" and growing survivor gear :D
Also, latest experimental has STAMINA AND RUNNING *pant*pant*
Frieza race serum? o.oNothing is quite as satisfying as getting full survivor gear and full nightvision after your first serum. Now if only I didn't find building vehicles tedious as all hell....Now I have a mental image of someone injecting themselves with "survivor serum" and growing survivor gear :D
Also, how do you run?Nothing is quite as satisfying as getting full survivor gear and full nightvision after your first serum. Now if only I didn't find building vehicles tedious as all hell....Now I have a mental image of someone injecting themselves with "survivor serum" and growing survivor gear :D
Also, latest experimental has STAMINA AND RUNNING *pant*pant*
In the new experimental, what does stamina actually do?Also, how do you run?Nothing is quite as satisfying as getting full survivor gear and full nightvision after your first serum. Now if only I didn't find building vehicles tedious as all hell....Now I have a mental image of someone injecting themselves with "survivor serum" and growing survivor gear :D
Also, latest experimental has STAMINA AND RUNNING *pant*pant*
Oh, and you know what would be really awesome? A setting in world gen where you can set climate - nothing fancy to begin with at least, just have it so that we can adjust the ambient temps up or down (making Winter and Summer harsher/easier). I'd love to play a game where it's boiling hot and you can barely wear anything; it sounds like a decent challenge.And while you're at it, you should make it so you can alter the temperature of creatures so we can have proper cat-splosions.
Why do boat boards need a welder to be attached? They should be able to be attached with nails, seeing as they are wood.
So, what is the best material for a fender to drive across bushery? Military composite ram? Heavy duty frame with composite plating? Hevy duty frame with shock absorber?I think there's a mounted grenade launcher now, isn't there?
So, what is the best material for a fender to drive across bushery? Military composite ram? Heavy duty frame with composite plating? Hevy duty frame with shock absorber?
Now I'm imagining someone going cross-country, shooting grenades at all the bushes they see, just so that they don't damage his car. :PSo, what is the best material for a fender to drive across bushery? Military composite ram? Heavy duty frame with composite plating? Hevy duty frame with shock absorber?I think there's a mounted grenade launcher now, isn't there?
Huh, cool. Also a couple of things that don't make sense:1. because no one has gotten around to it, the vehicle construction menu is kind of nightmarish, especially wrt crafting dependencies, which is part of the reason for the delay.
1. Why do boat boards need a welder to be attached? They should be able to be attached with nails, seeing as they are wood.
2. Is it really so hard to make it so that mutations are sorted in some way in the debug menu? I like playing around with them and it's hard as fuck to navigate, same for the item wish menu.
3. Are we ever going to be able to butcher with mutations (claws, talons, etc)?
Oh, and you know what would be really awesome? A setting in world gen where you can set climate - nothing fancy to begin with at least, just have it so that we can adjust the ambient temps up or down (making Winter and Summer harsher/easier). I'd love to play a game where it's boiling hot and you can barely wear anything; it sounds like a decent challenge.
Descan gets it! Well, almost. Change "bushes" to "everything" and you have it totally correct. :PNow I'm imagining someone going cross-country, shooting grenades at all the bushes they see, just so that they don't damage his car. :PSo, what is the best material for a fender to drive across bushery? Military composite ram? Heavy duty frame with composite plating? Hevy duty frame with shock absorber?I think there's a mounted grenade launcher now, isn't there?
Next time take the disease immunity trait.
Next time take the disease immunity trait.
Is that in the experimental? Didn't see that in 0c.
Or do you mean the 'trait' called gasmask? I know I should wear it at all times. But that eye and mouth encumbrance :(
Next time take the disease immunity trait.
Is that in the experimental? Didn't see that in 0c.
Or do you mean the 'trait' called gasmask? I know I should wear it at all times. But that eye and mouth encumbrance :(
EDIT: Also, yes. Road rollers are many kinds of awesome.
Next time take the disease immunity trait.
No, there's actually a trait called "disease immunity" that can be mutated from the "disease resistant" trait that you can normally pick in chargen (I believe you can take the immunity right at the start if you go with one of the mutant scenarios). Having disease immunity actually makes you immune to getting sick.
void player::get_sick()
{
if (has_trait("DISIMMUNE")) {
return;
}
if (!has_effect("flu") && !has_effect("common_cold") &&
one_in(900 + get_healthy() + (has_trait("DISRESISTANT") ? 300 : 0))) {
if (one_in(6) && !has_effect("flushot")) {
add_env_effect("flu", bp_mouth, 3, rng(40000, 80000));
} else {
add_env_effect("common_cold", bp_mouth, 3, rng(20000, 60000));
}
}
}
I was the last one to touch the relevant lines, if (has_trait("DISIMMUNE")) {
return;
}
and I did so on July 31, 2014. And that was a move PR, so the original code has been around longer than that. I don't know what happened with you, but it did not pass through this piece of code, which is the only place in the whole codebase that will infect you with the flu or common cold in vanilla C:DDA. (Of course if you were playing a modded C:DDA then all bets are off, but in that case any testimony you have on the fact is irrelevant since it would only apply to said mod anyways).
My bowels are constantly aching. I am unfamiliar with this new feature. Is it because I eat nothing but dandelion greens?You need to take anti-parasitic drugs, puffybabe.
It happens when widowed as well, I play cata at work between taking calls and i always have to open and close the map to get it to display afterward. Not that it bothers me much, just adding more detail to the report.
Proper eating
(wiki (http://www.wiki.cataclysmdda.com/index.php?title=Hidden_stats#Health)) Many comestibles modify your health value, which affects your chance of catching ambient diseases, among other effects.Proper eatingWait, does this game model proper nutrition? Because my diet consistsmostlyalmost exclusively of water, cooked meat, and johnnycakes. A balanced diet it is not.
Eating cracklings is as unhealthy as snorting crack.This made me wonder, is there any sort of real life measure of how dangerous something is for you to do? So you could actually compare these two things.
Not really. There's too much variables and unknowns to even make such a thing.Eating cracklings is as unhealthy as snorting crack.This made me wonder, is there any sort of real life measure of how dangerous something is for you to do? So you could actually compare these two things.
Micromorts (http://en.wikipedia.org/wiki/Micromort) are a rough attempt at this. You also have the Microlife (http://en.wikipedia.org/wiki/Microlife) statistic.Eating cracklings is as unhealthy as snorting crack.This made me wonder, is there any sort of real life measure of how dangerous something is for you to do? So you could actually compare these two things.
Micromorts (http://en.wikipedia.org/wiki/Micromort) are a rough attempt at this. You also have the Microlife (http://en.wikipedia.org/wiki/Microlife) statistic.Eating cracklings is as unhealthy as snorting crack.This made me wonder, is there any sort of real life measure of how dangerous something is for you to do? So you could actually compare these two things.
I read both of those. 2-3 cups of coffee increases your life expectancy by one microlife(half an hour). How many cups of coffee until I attain immortality?Infinity, duh.
Probably estimated reduction of lifespan when (substance) is consumed (times) per (timespan). Not that that'd be easy to conjure up values for, of course.There's a forum thread outlining it on the dda forums, but I can't find it right now (on a phone), in the meantime I believe ./cataclysm -h or ./cataclysm --help will give inteligible output now, and most of the options to make it shared-server-friendly are command-line options.
Anywho, now that I've figured out how servers and routers work, I'm thinking of opening up Cataclysm for public play. Is there a way to keep users from creating/deleting worlds, or characters? Compilation options? Roguebasin (http://www.roguebasin.com/index.php?title=Ssh_Server) suggests a pretty simple setup on the outside, but the more intimate parts of Cataclysm are a bit foreign to me.
Expressed that way, yes, infinity, however, it would be a mere 48-72 cups a day to maintain.I read both of those. 2-3 cups of coffee increases your life expectancy by one microlife(half an hour). How many cups of coffee until I attain immortality?Infinity, duh.
just a few weeks of constant consumption.JUST a few weeks? I think any sane person would be brought to a stop by their bowels loooong before then.
So, I discovered the thriller. I figured if I killed the Thriller, the others, would simply aggro onto me. I was so, so wrong. Sad end to such a promising character.I am curious as to what happened.
I am curious as to what happened.
Thriller as in Micheal Jackson reference?Yep. Descriptions were even thriller themed.
Whoever added that needs to be rewarded handsomely.Aw shucks, there's no need for that. (Though you can always donate to bounties for one of the cooler issues if you find you just have an outpouring of money you don't know what to do with ;D).
Every comestible (That is, food and drugs) is given a "Healthiness" rating, eating them affects your health, positive or negative.
Health will naturalize to a value of 0.
It is definitely not realistic. Eating cracklings is as unhealthy as snorting crack.
Welp, time to snort the pork rinds.SNORT THEM FOR GREAT JUSTICE!
A lot of "Unhealthy" food is actually very healthy for you in the right circumstances... If you have ever been backpacking, high-fat and high-sugar foods are really helpful. There is someone who did the "twinkie diet", or something like that, where they would eat fast foods but only at the right Kilo-Calorie amount. They lost weight, and had better cholesterol.Except kcals (it's not capitalized, BTW) is an energy measure and the energy demand will vary - depending on what you do, obviously. It's just be either as unrealistic as it is now plus annoying, or a PITA and a waste of resources to track.
In terms of what to eat, people in different areas eat vastly different things, yet remain mostly healthy. Humans are like rats, we can eat anything. However, that being said, it's best to have a varied diet, even if you vary it by what part of the animal you eat (Kidneys are good for you!).
So honestly the most "realistic" way to do healthy food would be to have two values, kCal count, and food type. Every time you eat a specific type of food, it would decrease the healthiness from it. Eating too many kCal would also be unhealthy.
iirc, there was a mod in the world creation thing called 'necromancy' that supposedly would allow you to make minions out of monsters. Maybe that's it?No, that involves slime/goo. I think. I never really investigated it that much, but I looked at the files.
iirc, there was a mod in the world creation thing called 'necromancy' that supposedly would allow you to make minions out of monsters. Maybe that's it?
Or rather, options to always include certain mods in worlds.
Thats a good thing, but still dosent either give the option to remove necromancy Or explain why they decided to add the silly thing in the first place.
Mmmh, what about bionics you could install into people to make them your servants? Slave chips, if you will, a common theme in science fiction. Perhaps a modified version could work on goo and thus, on zeds.In general slave chips in science fiction work by exploding the heads of what you put them in if they don't comply/run away, not by actually mind controlling them. The localized blob isn't smart enough to feel the danger from that, and if mind control abilities exist they are certainly beyond the range of current human C:DDA technology (and even if they did work they might not have too much effect on the blob-infested neural tissue).
I don't thing the Fungus and mi-go are in the same boat. I think mi-go are technological, aren't they?Nah, I'm pretty sure mi-go are netherworld creatures or whatever you want to call them. They're described as being sorta like tentacle-y crustacean thingies.
Mi-go are intelligent fungus from pluto. Mycus is just an ecological fungal infection.In other words, Mi-Go are a fungus (or -ish, anyway), fungal zombies and their ilk are a fungus, but Mi-go =/= Fungaloids by the same rule as humans and dogs being mammals doesn't mean all humans are dogs.
Slow fat zombie slave is slow. I still need to find out if you can tie them inside a vehice.Pretty sure that'd be the feral hunters.
Which zombie type has the highest speed?
I believe right now they are part of the "NETHER" faction, but eventually I'd like to get the some more interesting relationships going between a lot of the Nether creatures (since it's essentially a "catch all" group for everything from ravenous Nether wildlife to minor factions at the moment). Mi-go aren't part of any of the "Big 3" groups (fungus, blob, and triffids), but they are certainly one of the biggest "minor players" out there right now, and they are civilized enough to open up all sorts of NPC-esque actions eventually. (Can you say Mi-go towns?)I don't thing the Fungus and mi-go are in the same boat. I think mi-go are technological, aren't they?Nah, I'm pretty sure mi-go are netherworld creatures or whatever you want to call them. They're described as being sorta like tentacle-y crustacean thingies.
That said, the word "fungoid" is actually used in their description, if I remember correctly...
How long have this enslavement thing been in the game? I don't remember seeing in previous versions. Also, how do you do it? An army of zombie mules definitively sounds useful.Z-slaves have been in the experimental since, *quickly checks Github*, early July 2014. So they've been in the experimentals for almost a year now, going in just shortly after the .A release. I believe you need a little bit of survival skill to make one as well as a zombie corpse (which is probably why you never noticed it, butchering/smashing all the corpses) and it hits you pretty hard with a morale penalty usually. Don't quote me on those requirements though, I haven't looked at that particular bit of code that much. :P
Out of curiosity, how hard is it to create a new faction? Is a faction merely a tag that makes creatures belonging to it neutral to others of the same faction and hostile to those not of it, or are there more attributes than that?I believe right now they are part of the "NETHER" faction, but eventually I'd like to get the some more interesting relationships going between a lot of the Nether creatures (since it's essentially a "catch all" group for everything from ravenous Nether wildlife to minor factions at the moment). Mi-go aren't part of any of the "Big 3" groups (fungus, blob, and triffids), but they are certainly one of the biggest "minor players" out there right now, and they are civilized enough to open up all sorts of NPC-esque actions eventually. (Can you say Mi-go towns?)I don't thing the Fungus and mi-go are in the same boat. I think mi-go are technological, aren't they?Nah, I'm pretty sure mi-go are netherworld creatures or whatever you want to call them. They're described as being sorta like tentacle-y crustacean thingies.
That said, the word "fungoid" is actually used in their description, if I remember correctly...
~snip~snip~snip~wowsomanysnipsZ-slaves have been in the experimental since, *quickly checks Github*, early July 2014. So they've been in the experimentals for almost a year now, going in just shortly after the .A release. I believe you need a little bit of survival skill to make one as well as a zombie corpse (which is probably why you never noticed it, butchering/smashing all the corpses) and it hits you pretty hard with a morale penalty usually. Don't quote me on those requirements though, I haven't looked at that particular bit of code that much. :P
martinuzz just so you know you can stack leather and Kevlar reinforcement, so go chop up some sneakers and throw some leather on all that shit.
Welp, looks like it's time to turn my French maid outfit into a metal-plated French maid outfit and feel like a badass.
Nope. Using a tailor's kit to add padding does not increase encumberment at all. It's awesome. No reason not to pad everything with everything.
EDIT: well, except fur, I can imagine that being too hot in summer.
Still, why line a coat with leather when you can make one of leather?Line a leather coat with leather?
I finally did get that server running with launch options (turns out cataclysm-launcher can't be fed launch parameters, my fault), so, to any interested y'can connect by ssh to cataclysm@nax.ydns.eu to play. Password's the same as the one used for DCSS, starts with a j and ends with an oshua.
It'll ask you for a username, that's to denote your character name and limit your access to only that character. I'll see about implementing a rudimentary password lock for each username later. All's on one shared world, with a few content mods turned on and no zombie revivification. It's running the latest experimental, which I'll probably recompile weekly.
Lemme know if this is helpful to anyone or if there's no real draw to a shared world server.
So griefing. Got it.
So how does new encumberance work?If Player_encumbered() == yes
Pretty sure it's exactly as the old one did, only it's more granular.This right here.
Yeah, it's kinda offensive that you think that all of us Bay12 people here are gonna be griefers by default. :P (/sarcasm)I could see doing this as an invitational, or with people I knew well. But MP DDA with strangers? No thanks.I can close it off to just Bay12 if that's what you lot are more keen on. I'm still here guys, just talk to me.
This is my feeling on basically any of the current crop of multiplayer survival games that seem to be popular at the moment. Just not interested in the grief fest. Its like UO meets Lord of the Flies but with less consequences for your behavior.
I'm using PuTTY. Lightweight but still customizable and highly compatible.Great! I thought I was going to be stuck with all those random characters for walls. Everything works just fine for me otherwise.
Something to note though, is that this looks much better if you make sure you're using CP437 or similar, and not UTF-8 or other modern character sets, which PuTTY happens to default to.
Just found myself boosting fabrication from 0 -> 1 by making a rock in a sock, disassembling it, then making it again, and so on until I leveled up. What kind of madman must my character be to decide it's a good idea to take one of his socks off, stuff a single rock in it, then take it out again until he comes to some insight? The image is hilarious, even more so because it worked exactly as intended.Holy crap yes, I've done that too.
Just found myself boosting fabrication from 0 -> 1 by making a rock in a sock, disassembling it, then making it again, and so on until I leveled up. What kind of madman must my character be to decide it's a good idea to take one of his socks off, stuff a single rock in it, then take it out again until he comes to some insight? The image is hilarious, even more so because it worked exactly as intended.
What I take away from this is that 0 fabrication characters have a literally toddler-tier object permanence.Just found myself boosting fabrication from 0 -> 1 by making a rock in a sock, disassembling it, then making it again, and so on until I leveled up. What kind of madman must my character be to decide it's a good idea to take one of his socks off, stuff a single rock in it, then take it out again until he comes to some insight? The image is hilarious, even more so because it worked exactly as intended.
Okay you win. That is the laziest, most post-modern skillup journey ever. I thought banging rocks together until I suddenly understood tailoring was funny, but I got nothing on this.
What I take away from this is that 0 fabrication characters have a literally toddler-tier object permanence.*Reach Level 1*
'WHERE MY ROCK? SOCK EAT ROCK?'
*disassembles'
'YAY ROCK BACK! HAI ROCK! EES MIRACLE!'
*reassembles'
';_;'
You gotta remember that every bloody thing is a fungus in Lovecraft's stories.I don't thing the Fungus and mi-go are in the same boat. I think mi-go are technological, aren't they?Nah, I'm pretty sure mi-go are netherworld creatures or whatever you want to call them. They're described as being sorta like tentacle-y crustacean thingies.
That said, the word "fungoid" is actually used in their description, if I remember correctly...
This somehow puts the Mario games in an entirely new light.You gotta remember that every bloody thing is a fungus in Lovecraft's stories.I don't thing the Fungus and mi-go are in the same boat. I think mi-go are technological, aren't they?Nah, I'm pretty sure mi-go are netherworld creatures or whatever you want to call them. They're described as being sorta like tentacle-y crustacean thingies.
That said, the word "fungoid" is actually used in their description, if I remember correctly...
'WHERE MY ROCK? SOCK EAT ROCK?'For some reason I read this in a voice liken to the combining of "I am Groot" and the TF2 heavy talking about "boolits". Needless to say it made your post that much more epic. :P
*disassembles'
'YAY ROCK BACK! HAI ROCK! EES MIRACLE!'
*reassembles'
';_;'
Used to be (both World Wars) they wanted every soldier to be a friggin' sniper - focusing on long range shots with small capacity rifles in the vain hope that they'd turn a bunch of clodhopping farmboys and functionally useless cityslickers into clones of Simo Häyhä. The history books tell us they were expending anywhere from 5,000 to 200,000 shots per kill in WWII, so obviously that didn't work out as planned.Simo Hayha WAS a clodhopping farmboy. IIRC he actually went back to that after the war. So, they seem to have been right on the money there.
Handguns were basically an afterthought. The US military has never really given a toss about if their soldiers were actually able to hit anything with them, as they're pretty much intended to be weapons of last resort.
There's an innate instinctive refusal in the average human mind to consciously kill another person.
Simo Hayha WAS a clodhopping farmboy. IIRC he actually went back to that after the war. So, they seem to have been right on the money there.
Picture someone you know. An acquaintance, a friend, a family member, whatever. Would you kill them and feel no regret?There's an innate instinctive refusal in the average human mind to consciously kill another person.
I'm pretty sure that is hopeful-hippy bullshit of the highest order for several reasons. Beyond the fact there isn't really any evolutionary advantage to NOT murdering everyone you meet (other then potential mates) there's also the sheer ENORMOUS FUCKING VOLUME of human works, such as vidya games, that focus entirely on murdering everything ever.
If anything there is an instinctive FETISH in the human mind to consciously kill another person.
Shooting is just as much about suppression as it is about actually making kills in modern warfare. A good number of those bullets per casualty were expended keeping the enemy and his buddies' heads down. To use your WWII example, 5000 rounds is what a single active MG42 would be firing over the course of less than five minutes. And they deployed more than 400,000 of them. That's the reason the bullets/kill count is so high, I think.
There's no traditional machine gun in existence than can sustain a fire-rate high enough to achieve that factoid, as the barrel/chamber would melt/deform too far to function well before the 5 minutes were up.
Just 30 seconds of automatic fire is enough to put most machine guns into a cookoff hazard level.
(Source: Professionally melted a barrel via ammunition.)
There's an innate instinctive refusal in the average human mind to consciously kill another person.
I'm pretty sure that is hopeful-hippy bullshit of the highest order for several reasons. Beyond the fact there isn't really any evolutionary advantage to NOT murdering everyone you meet (other then potential mates) there's also the sheer ENORMOUS FUCKING VOLUME of human works, such as vidya games, that focus entirely on murdering everything ever.
If anything there is an instinctive FETISH in the human mind to consciously kill another person.
Wasn't there also a draft for WW2? So you throw in alot of soldiers who didn't exactly want to be a soldier.
I'm pretty sure that is hopeful-hippy bullshit of the highest order for several reasons. . . . If anything there is an instinctive FETISH in the human mind to consciously kill another person.
You'd be surprised at how capable people are at de-humanizing other people in their minds. Military uniforms especially help to blur what might be seen as distinct people you might care about into a big mess of 'they're the enemy, shoot them'. With proper propaganda and other forms of social engineering, you can make people willing to accept anything, if you don't make them outright comfortable with the idea.
I'm not convinced this is universally true for the human animal.
I'm just gonna be that guy and say both sides are most likely equally wrong and equally right, and the answer probably lies somewhere in the middle.I believe there is a phrase for this, some folly or other about thinking everything is in the middle.
Golden Mean Fallacy.I'm just gonna be that guy and say both sides are most likely equally wrong and equally right, and the answer probably lies somewhere in the middle.I believe there is a phrase for this, some folly or other about thinking everything is in the middle.
Thank you.Golden Mean Fallacy.I'm just gonna be that guy and say both sides are most likely equally wrong and equally right, and the answer probably lies somewhere in the middle.I believe there is a phrase for this, some folly or other about thinking everything is in the middle.
Haven't played in a bout a month, so I'm not sure if the following has changed.Luckily, I think this issue has already been discussed on the forums, and a fix will undoubtedly be in by the next stable.
Anyway, I noticed something unusual with Zombie Scientists: they seem to spawn an excessive amount of manhacks. For comparison, in older versions, an individual scientist would send out an average of about one to two manhacks, tops, even after hours of aggro. Compare that to their most recent incarnation, where they shoot out dozens, literally dozens within a short span of time. This gets especially ridiculous during lab raids, where they could fill entire rooms with manhacks to lag inducing levels.
Just thought I'd share that.
I would just like to take the moment to point out (with equal parts amusement and admiration) that this thread, originally about a zombie apocalypse themed roguelike, has spawned almost a page and a half of debate and discussion regarding war, man's tendencies toward violence, and dehumanization.I'm pretty sure those are some of the key themes behind the zombie apolcalypse anyway.
I love this forum.
Haven't played in a bout a month, so I'm not sure if the following has changed.
Anyway, I noticed something unusual with Zombie Scientists: they seem to spawn an excessive amount of manhacks. For comparison, in older versions, an individual scientist would send out an average of about one to two manhacks, tops, even after hours of aggro. Compare that to their most recent incarnation, where they shoot out dozens, literally dozens within a short span of time. This gets especially ridiculous during lab raids, where they could fill entire rooms with manhacks to lag inducing levels.
Just thought I'd share that.
Luckily, I think this issue has already been discussed on the forums, and a fix will undoubtedly be in by the next stable.Yea, unlimited. As cool as that is ( :D ), we'll be giving them an ammo count or similar. It's not a new bug, it's just that before they were only doing it at the player, who would either kill or be killed, so the bug wouldn't be apparent.
(I'm pretty sure they'll spawn an UNLIMITED amount of manhacks, actually...)
It's true, also alienation* from our fellow man, fear of science (zombie is the new Frankenstein's monster), fear of the military (soldiers are zombies), and let's not forget good old fashioned cannibalism.I would just like to take the moment to point out (with equal parts amusement and admiration) that this thread, originally about a zombie apocalypse themed roguelike, has spawned almost a page and a half of debate and discussion regarding war, man's tendencies toward violence, and dehumanization.I'm pretty sure those are some of the key themes behind the zombie apolcalypse anyway.
It's true, also alienation* from our fellow man, fear of science (zombie is the new Frankenstein's monster), fear of the military (soldiers are zombies), and let's not forget good old fashioned cannibalism.
*Similar to dehumanization, but not quite the same.
You've been eating the wrong kind of people if they taste like chicken.Well yeah, I was just joking.
That, or the wrong kind of chickens. Hard to say which.
human flesh tastes like sweetened pork meat.
Time for empirical research! Break out the pots boys, meat's back on the menu!human flesh tastes like sweetened pork meat.
Pretty much everything I've ever heard on the subject confirms this.
LotR reference (https://www.youtube.com/watch?v=lco9Ki-5qfQ). Respect +2.Time for empirical research! Break out the pots boys, meat's back on the menu!human flesh tastes like sweetened pork meat.
Pretty much everything I've ever heard on the subject confirms this.
I'm hearing an uncomfortable lot of elf talk in this thread...
Don't you see, that's how it starts! First we're just experimenting, next thing we know we're going to war to stop the genocidal campaign people conduct against their own front lawns.
So basically Drow?Don't you see, that's how it starts! First we're just experimenting, next thing we know we're going to war to stop the genocidal campaign people conduct against their own front lawns.
I say we eradicate all form of nature before we become cannibal. That way there won't be any way for us to turn into elves!
For a couple minutes, I though someone had added a brick kiln as a weapon you could use to shoot bricks.That would be a Brick Kill-n. And I will now use it on myself for coming up with that pun.
So, Id like to try a pure wilderness survival run, but Im worried Ill be stuck at some point for lack of recipe. Is it so?
So, I just found a rather hilarious and awesome bug, that I am loathe to share due to its fun potential.
Advanced inventory management , / key, now has a worn tab, for easy doffing and donning of garments. However, using this tab allows any item to be picked up, regardless of volume and only slightly limited by weight, and does not actually pick up said item, merely cloning it. A few fun uses are cloning zombie scientist corpses for CBMs, unlimited ammo/LAW rockets/batteries/drugs/landmines, and making massive swarms of zombies/spitters/hulks/masters/necromancers to fuel you're one man fist punch training regime.
So, I just found a rather hilarious and awesome bug, that I am loathe to share due to its fun potential.
Advanced inventory management , / key, now has a worn tab, for easy doffing and donning of garments. However, using this tab allows any item to be picked up, regardless of volume and only slightly limited by weight, and does not actually pick up said item, merely cloning it. A few fun uses are cloning zombie scientist corpses for CBMs, unlimited ammo/LAW rockets/batteries/drugs/landmines, and making massive swarms of zombies/spitters/hulks/masters/necromancers to fuel you're one man fist punch training regime.
so we can expect that bug fixed in the next version. Any NPC improvements-new things on the horizonNot really, but z-levels keeps climbing slowly closer and closer to release thanks to the efforts of Coolthulu. :D
HYPE.so we can expect that bug fixed in the next version. Any NPC improvements-new things on the horizonNot really, but z-levels keeps climbing slowly closer and closer to release thanks to the efforts of Coolthulu. :D
BFEL isn't entirely as hyped as errybody else is for this. While I like the few current implementations of Z-levels, I have a HUGE fear that it might turn into DF adventure mode where I can't tell where anything is because every single square of the map is a different height and you can only see stuff on your own height...so we can expect that bug fixed in the next version. Any NPC improvements-new things on the horizonNot really, but z-levels keeps climbing slowly closer and closer to release thanks to the efforts of Coolthulu. :D
BFEL isn't entirely as hyped as errybody else is for this. While I like the few current implementations of Z-levels, I have a HUGE fear that it might turn into DF adventure mode where I can't tell where anything is because every single square of the map is a different height and you can only see stuff on your own height...so we can expect that bug fixed in the next version. Any NPC improvements-new things on the horizonNot really, but z-levels keeps climbing slowly closer and closer to release thanks to the efforts of Coolthulu. :D
Actually being able to see and interact with other levels is one of the defining requirements for an actual z-level implementation.BFEL isn't entirely as hyped as errybody else is for this. While I like the few current implementations of Z-levels, I have a HUGE fear that it might turn into DF adventure mode where I can't tell where anything is because every single square of the map is a different height and you can only see stuff on your own height...so we can expect that bug fixed in the next version. Any NPC improvements-new things on the horizonNot really, but z-levels keeps climbing slowly closer and closer to release thanks to the efforts of Coolthulu. :D
With melee skill at 11, dodge at 5, and bashing at 3, air filtration CBM and dielectric capacitance system CBM, it is entirely feasible to stroll through a minor city wearing nothing but a bondage suit and bondage mask (admittedly, studded with kevlar and leather) while wielding a vibrator as a melee weapon.
I shall call it it Kinky Kungfu
With melee skill at 11, dodge at 5, and bashing at 3, air filtration CBM and dielectric capacitance system CBM, it is entirely feasible to stroll through a minor city wearing nothing but a bondage suit and bondage mask (admittedly, studded with kevlar and leather) while wielding a vibrator as a melee weapon.
I shall call it it Kinky Kungfu
Welcome to the Third Street Saints my friend!
:P
Aaaanyways, I haven't played if forever. Been wondering...
How does the dino mod spawn dinosaurs? I've played on a world with that on before and only ever found them in swamps.
I want my damn t-rex chase :P
We've got upgrading zombies over time in the experimentals now (or at least in another half hour or so after this post when the experimental finishes compiling)! It's a fairly basic implementation, and I'm sure you guys will find all sorts of things wrong with it, but thanks to the perseverance of one Frost-wood it's now in the game. :DThat's awesome!
Since the most terrain will probably be flat what is the purpose of z-level? I might be a dumbass but couldn't you guys keeping using z-levels like with basements?The current z-level implementation (which is also used in the "z-levels mod") is, to put it bluntly, absolutely horrible. It was very full of hacks, which meant that if you wanted to add anything cool to the system (like shooting monsters from a roof, or zombies that fall off things actually landing on the ground, or things not ending up "flying" because they don't fall properly) it was basically impossible just due to the sheer amount of hackery involved.
I recruited an NPC. I'm glad to see that my new best friend is not stealing my shit, I've had problems with that in the past.
Is there anyway to heal NPCs? She was hurt mostly by spending several turns in an acid pool, and after getting a good night's rest I saw her pain penalty was still the same. I'd give her some aspirin, but I can't trade aspirin for some reason.
You now can, I added upon request the ability for a monster to upgrade into a specific monster in addition to the ability to select from a group. Now that we can have more difficult monsters, there should be pr's of more monsters. In fact, PropaneSoup has pr'ed two monsters that are mutations to existing monsters.We've got upgrading zombies over time in the experimentals now (or at least in another half hour or so after this post when the experimental finishes compiling)! It's a fairly basic implementation, and I'm sure you guys will find all sorts of things wrong with it, but thanks to the perseverance of one Frost-wood it's now in the game. :DThat's awesome!
Next: mutating zombies?
We've got upgrading zombies over time in the experimentals now (or at least in another half hour or so after this post when the experimental finishes compiling)! It's a fairly basic implementation, and I'm sure you guys will find all sorts of things wrong with it, but thanks to the perseverance of one Frost-wood it's now in the game. :D
"upgrades_into": "insert monster id or mon_group id here",
"upgrade_min": X, // Day on which the monsters will start to upgrade
"half_life": X, // half life of the monster upgrade, works like radioactive decay
"base_upgrade_chance": X, // Modifies the half life equation to be (X+base_chance) per half life, if given without a "half_life" then it becomes (chance per day)
Found a LMOE shelter in a forest. I guess I just found my new permanent base. Since I've never done anything like that before, is it possible to make some kind of electrical lighting for the interior?
I should have specified, but "inside" is underground, so I doubt a solar car would work, since going underground seems to freeze the surface and the other way around if I'm on the surface. Thanks for the rest of the ideas though.Found a LMOE shelter in a forest. I guess I just found my new permanent base. Since I've never done anything like that before, is it possible to make some kind of electrical lighting for the interior?
Lots of ways. You can use a car frame and a few different kinds of lights. There's light strips for just dropping on the ground as well. With removable batteries you could have a solar car outside and a light car inside. "Car" potentially being nothing but a few frames.
I should have specified, but "inside" is underground, so I doubt a solar car would work, since going underground seems to freeze the surface and the other way around if I'm on the surface. Thanks for the rest of the ideas though.Found a LMOE shelter in a forest. I guess I just found my new permanent base. Since I've never done anything like that before, is it possible to make some kind of electrical lighting for the interior?
Lots of ways. You can use a car frame and a few different kinds of lights. There's light strips for just dropping on the ground as well. With removable batteries you could have a solar car outside and a light car inside. "Car" potentially being nothing but a few frames.
provided you can find triffids or fat-yielding zombies.What game are you playing that you WOULDN'T find fat-yielding zombies? :P
Just a quick question: Can I use trash cans as containers to store water from funnels?Not unless its now an item instead or furniture. the only structure that can hold water is the keg, and I dont think you can put a funnel on one.
provided you can find triffids or fat-yielding zombies.What game are you playing that you WOULDN'T find fat-yielding zombies? :P
The problem is that, for whatever reason, none of the motors and engines are foldable. Not even the sub-liter 1-cylinder ones you would get from i.e. a chainsaw. Tanks as well. Is that a design decision, or will there be technical issues if I just slap the foldable flag on the 1-cylinder engine and the little gas tank?
so in the latest experimental what should one do in the first few days.Kill Zombies
Also Find Foodso in the latest experimental what should one do in the first few days.Kill Zombies
Forget food, find yourself a place to sleep first off. Then short term food, then tools.Also Find Foodso in the latest experimental what should one do in the first few days.Kill Zombies
I almost always get hungry/thirsty before I get tired. And finding a place to sleep isn't too hard so long as there isn't a swarm on.Forget food, find yourself a place to sleep first off. Then short term food, then tools.Also Find Foodso in the latest experimental what should one do in the first few days.Kill Zombies
I would recommend do it all at night.Forget food, find yourself a place to sleep first off. Then short term food, then tools.Also Find Foodso in the latest experimental what should one do in the first few days.Kill Zombies
Earlier I asked about fungaloids and was to just avoid them. So I did. Now, however, they are surrounding my shelter. Any way to eliminate them efficiently? Every time I kill one, three to four seem to pop out. I have a revolver, broadsword and lighter when it comes to weapons.
EDIT: There appear to be, at least, slightly over 100 fungaloids. I'm torn between fighting with the sword and antifungals or just burning down the forest while holing up in the tiny surface part of the shelter.
Apparently fire can burn solid rock, filling my hidey hole with thick smoke. It seems I have a problem.
It started raining. It put out all fires... except the rock fires. I guess I will just gen a new world after committing suicide with this character. The loss of my bunker is too much for me to bear.Apparently fire can burn solid rock, filling my hidey hole with thick smoke. It seems I have a problem.
I once burned down the inside of a military bunker
How hard would it be for someone to add in a new buildable construction? Like a simple grave marker or something you could inscribe? Coming across all sorts of bodies from other players on the multiplayer server. I think it would be neat to put up a little grave marker for them. Just something simple, like two sticks or such.You could build a sign. Three sticks (well, two by fours), six nails.
I've just been leaving engraved sticks where there bodies lay.
How hard would it be for someone to add in a new buildable construction? Like a simple grave marker or something you could inscribe? Coming across all sorts of bodies from other players on the multiplayer server. I think it would be neat to put up a little grave marker for them. Just something simple, like two sticks or such.You could build a sign. Three sticks (well, two by fours), six nails.
I've just been leaving engraved sticks where there bodies lay.
Tips for a beginner?
WHAT LEVEL IS NEEDED FOR KNIFE SPEAR? IT'S NOT AVAILABLE WITH 0 SKILL AND I THOUGHT IT WAS STANDARD META TACTICS TO START WITH NO SKILL AND WORK YOUR WAY UP.Tips for a beginner?
Two. Words.
KNIFE SPEAR
Although Karate/Krav Maga work pretty well too, KNIFE SPEAR is the best starting weapon. I've heard some kind of new-fangled "Spear with forks in" is also apparently pretty good, so you may want to investigate that as well.
I know everyone here proclaims KNIFE SPEAR from the bottom of their dark hearts, but my successful runs always seem to use crowbar or STEEL CHAIN.Yeah, my go to starting weapon last I played (many versions ago) was a makeshift crowbar. My one character (out of 3) that tried using it against some kreks got splatted due to "over-encumbrance" in the chest throwing them off balance despite the only things they had on the chest was a long sleeve shirt and a makeshift blanket-bag-pouch-thing.
WHAT LEVEL IS NEEDED FOR KNIFE SPEAR? IT'S NOT AVAILABLE WITH 0 SKILL AND I THOUGHT IT WAS STANDARD META TACTICS TO START WITH NO SKILL AND WORK YOUR WAY UP.Tips for a beginner?
Two. Words.
KNIFE SPEAR
Although Karate/Krav Maga work pretty well too, KNIFE SPEAR is the best starting weapon. I've heard some kind of new-fangled "Spear with forks in" is also apparently pretty good, so you may want to investigate that as well.
How do run.
How do run.
No idea. Haven't played the new version with the stamina system and such.
"
I used a dinosaur suit recently, and the 100% coverage is a great thing to have. Almost every hit were blocked by the suit.
Geez, you guys work to build vehicles? I usually just find a field or abandoned building outside of town and build a progressively more heavily fortified compound (if I live long enough to worry about such things.) The most I do for vehicles is stationary stuff. I did solar powered turrets once, and a powered minifridge + "onboard" chemistry lab kitchen, but all with rather limited success.
Actually, I was thinking of doing an underground living type challenge and was wondering about long term lighting solutions. Solar is my go-to, but I suspect I'd have some difficulty finding a source of solar power in my cave. Will I asphyxiate or something if I try to use a combustion engine, or is that not a viable solution long-term?
Having a hard time getting starting gear. Having to fight zombies, doesn't seem to be going well. Had to light 2 brush fires to kill 2 tough zombies, got various nicks and scratches. There's other shit like clumps of zombies, or zombie dogs, all of which I don't want to deal with, but I need loot.
I usually can survive off foraging for the first little while, especially if there's a river/swamp nearby where I can get water. I can usually get a stone pot with a bit of wild-life butcher and meat killing, and from there I can boil the water I need and forage the eggs I need to survive long enough to get some basic reinforced clothing, made from the curtains of the windows that I then board up, to start going after the towns.
I found some fungaloids and spores growing almost within view range of my shelter. Should I be concerned? I think I should be concerned. Not sure if I have the gear to deal with it though.
How do run.
Unpack the new version into a different folder, and transfer your saves folder. Assuming the versions are compatible, that should do it.This right here. It's like DF, unzipping on top of the folder works often, but it's a recipe for disaster just waiting to happen. Note that the AIM is broken for these last few updates, we're working on getting it fixed up pretty quickly.
is it possible to recover spilled liquid on the ground?
I have yet to manage to survive a trip inside of the town.Towns aren't that bad once you know what you're doing.
... Especially good against zombie children, because killing them via traps doesn't trigger the morale loss.
Or maybe it's just amusing to look at. *Shamble shamble shamble*-*trip*-*impale*-*twitch twitch*. Funniest Home Videos material right there. :P... Especially good against zombie children, because killing them via traps doesn't trigger the morale loss.
"I know I should feel bad about killing the child but my inner darwin award presenter cancels it out."
I have yet to manage to survive a trip inside of the town.Towns aren't that bad once you know what you're doing.
Basically bushkiting with fire to clear small areas of zombies, taking their clothes before they burn up and wearing ERRYTHING will generally keep you pretty much fine. Later you can chop up the extra clothes and use to reinforce the best stuff for less marshmallow tier agility with similar protection.
Then you just raid the "cleared" houses for all the loots you can carry.
I'm not sure why killing zombie kids even gives a morale penalty to 'feel bad about killing'. If anything I'd be creeped out and want to kill ALL of the little shits because zombie kids are freaky and tiny and probably really fast. Like spiders.
Burn the schools!
THINK OF THE CHILDREN!
always
I'm not sure why killing zombie kids even gives a morale penalty to 'feel bad about killing'. If anything I'd be creeped out and want to kill ALL of the little shits because zombie kids are freaky and tiny and probably really fast. Like spiders.
Burn the schools!
Towns aren't too bad for me. Gotta remember, you can see further than they can, and there is an indicator when they can see you. Keep them from smashing cars, the noise attracts more. Draw off individuals, and this goes double for shriekers. I don't know why everyone goes for the knife spear. I prefer the war scythe or stone spear - until I picked up a war hammer. If you see a brute, shocker, or especially shocker brute, turn around, it's not worth it.Or, if you don't mind a lot of crafting, go archery. I killed a Shocker Brute with a longbow, at night, because the bugger couldn't see or hear me and I had a hundred wooden arrows with its name on it - and almost every hit on an unaware enemy is a critical.
You could always see about combining the static and swarm spawn systems. Have large groups of creatures 'migrate' until they get close to the reality bubble, then have them start to split up into individuals that actually wander in.
Yes I know. I stripped two, off of two separate APC wrecks. I converted one into a sniper cannon.Are you using the newest version? The pre-bundled version is months behind.
However large its caliber, it should not be able to identify targets, rotate, and fire on its own. All I need to have right now in order to install a fully autonomous M2 Browning turret onto my vehicle, is a welder and the M2 Browning machinegun itself. I find the DIY turret kits of the vehicle expansion mod to be far superior in spirit.
Yeah, I'm on the 0.C (or 0.C.1 as the extracted folder calls itself) stable version. Stopped using experimentals since I've stopped participating in the development for now, it's impossible to keep up with those things when you're focusing on just playing the game anyway. :PYes I know. I stripped two, off of two separate APC wrecks. I converted one into a sniper cannon.Are you using the newest version? The pre-bundled version is months behind.
However large its caliber, it should not be able to identify targets, rotate, and fire on its own. All I need to have right now in order to install a fully autonomous M2 Browning turret onto my vehicle, is a welder and the M2 Browning machinegun itself. I find the DIY turret kits of the vehicle expansion mod to be far superior in spirit.
However large its caliber, it should not be able to identify targets, rotate, and fire on its own. All I need to have right now in order to install a fully autonomous M2 Browning turret onto my vehicle, is a welder and the M2 Browning machinegun itself. I find the DIY turret kits of the vehicle expansion mod to be far superior in spirit.Clearly this is a early FPS type gun. The kind that floated in a green aura and gently rotated until you picked it up.
I, uh, raided a house. Amongst the loot I found cigs, a glock and some 9mm ammo, and a, uh, wolf suit. Are wolf suits still great like I remember reading about?
jesus christo how horrifyingI, uh, raided a house. Amongst the loot I found cigs, a glock and some 9mm ammo, and a, uh, wolf suit. Are wolf suits still great like I remember reading about?
SureSpoiler (click to show/hide)
I...Yeah, it's kind of a silly fun mode for me. If only you are able to stun on hit, you can reasonably take on a horde and win without much damage, with clever positioning.
I think the martial arts master profession is worth more than the 6 points it costs.
I'm all like,
ATATATATTTA-KAPOW against zombies, and just slapping manhacks out of the air with my bare hands. It's so ridonkulous that I'm less dangerous when carrying a machete than my bare karate hands. Way better than bionic sniper if you ask me.
As someone who keeps on using Martial Arts in all her games--Yes, your theory is validated. :PI...Yeah, it's kind of a silly fun mode for me. If only you are able to stun on hit, you can reasonably take on a horde and win without much damage, with clever positioning.
I think the martial arts master profession is worth more than the 6 points it costs.
I'm all like,
ATATATATTTA-KAPOW against zombies, and just slapping manhacks out of the air with my bare hands. It's so ridonkulous that I'm less dangerous when carrying a machete than my bare karate hands. Way better than bionic sniper if you ask me.
I...Yeah, it's kind of a silly fun mode for me. If only you are able to stun on hit, you can reasonably take on a horde and win without much damage, with clever positioning.
I think the martial arts master profession is worth more than the 6 points it costs.
I'm all like,
ATATATATTTA-KAPOW against zombies, and just slapping manhacks out of the air with my bare hands. It's so ridonkulous that I'm less dangerous when carrying a machete than my bare karate hands. Way better than bionic sniper if you ask me.
How does farming work? I have the seeds and tilled ground. Just no idea how to plant em.
Don't forget granola! Also, technically haggis...For those times you feel the Cataclysm isn't full of enough suffering. :P
SureHeh I always thought it was a bear suit. And I never got what exactly it is a reference too. (No I don't mean what movie it's from, that would be The Shining, but I never got it beyond "wtf is that bear doing there?")Spoiler (click to show/hide)
What's worse? Lutefisk or Haggis? I've tried Lutefisk, haven't tried haggis. Or maybe Surmstromming?From my experience (haven't eaten Lutefisk or Haggis, but that's only because I've yet to see them live), people tend to exaggerate the "horribleness" of certain foods just because they contain things like hearts or stomach.
Lutefisk is definitely more of an acquired taste than Funazushi at least.
Haggis is really just a big chunky sausage, with the same look, texture, odor and taste. The difference is that you know what haggis is made of.
I'm finding out (via shitty water supply system for my rental) that rusty pipes make for water that can make me throw up on taste/smell too, so there's that.
It's kinda depressing since I've rarely ever had a problem with plain old water from the tap.
Anybody ever have any sort of success with the mall cop scenario? It seems like the only way to actually live to me is to have 3 in dodging and driving and then book it to the parking lot and hope there's something quick with the keys in it and some fuel... Also I'm getting mapload errors in 0.C that have been deleting all of my supplies from my houses. Any idea why/ how I would stop that?
Pro-tip: Don't kill zombie grenadiers in close combat.I've currently got a PR up that should make it so they just drop active explosives instead of actually exploding, so that should make things a fair bit easier. :P
Pro-tip: Don't kill zombie grenadiers in close combat.I've currently got a PR up that should make it so they just drop active explosives instead of actually exploding, so that should make things a fair bit easier. :P
I see what you did there. :PYou mean they're not hooked up to a dead man's switch.... oh right..Pro-tip: Don't kill zombie grenadiers in close combat.I've currently got a PR up that should make it so they just drop active explosives instead of actually exploding, so that should make things a fair bit easier. :P
How can I get my character to stop having the flu? I rammed my vehicle through a pharmacy wall to get a flu shot, but it doesn't seem to have cured me.Doesn't the flu shot only prevents you to get the flu in the future rather than curing you? As far as I know the best way to handle it is to just wait for it to pass. You'll also need a lot of water. Cough syrup can also reduce the symptoms, but won't completely negate them. I'd also recommend avoiding anything too dangerous while you're sick.
Are there working, non-moronic NPCs yet?No.
How can I get my character to stop having the flu? I rammed my vehicle through a pharmacy wall to get a flu shot, but it doesn't seem to have cured me.Cold medicine and the like doesn't cure diseases. It merely lessens the symptoms. You still have to ride it out.
Are there working, non-moronic NPCs yet?
How can I get my character to stop having the flu? I rammed my vehicle through a pharmacy wall to get a flu shot, but it doesn't seem to have cured me.
Pharmacies usually have things called doors that people use to get in and out.You just had to go and say it, didn't you? You haven't truly played this game until you've built a vehicle specifically for ram-raiding. And once you have, why use anything else?
Pharmacies usually have things called doors that people use to get in and out.Casual detected.
Yeah, but there was a locked door and a Big Metal Gate standing between me and the medicine, and my illness made me too weak to break the door.How can I get my character to stop having the flu? I rammed my vehicle through a pharmacy wall to get a flu shot, but it doesn't seem to have cured me.
Pharmacies usually have things called doors that people use to get in and out.
This right here. It's like the real world; getting vaccinated against the flu if you already have it isn't going to do a bit towards actually curing your current disease (but it will stop you from catching it in the future).How can I get my character to stop having the flu? I rammed my vehicle through a pharmacy wall to get a flu shot, but it doesn't seem to have cured me.Doesn't the flu shot only prevents you to get the flu in the future rather than curing you? As far as I know the best way to handle it is to just wait for it to pass. You'll also need a lot of water. Cough syrup can also reduce the symptoms, but won't completely negate them. I'd also recommend avoiding anything too dangerous while you're sick.
Ringworm isn't a parasite, it is a fungal infection.Anti-parasitic drugs still work on it, in the game. :v
Right, I was pointing out that it should be fungicide instead. :PRingworm isn't a parasite, it is a fungal infection.Anti-parasitic drugs still work on it, in the game. :v
So, shocker zombies don't yield CBMs anymore? :(How high is your survival skill? I'm pretty sure your chances to get something are tied to that skill.
So, shocker zombies don't yield CBMs anymore? :(How high is your survival skill? I'm pretty sure your chances to get something are tied to that skill.
Are CBMs useful for anything if your character does not use them (or, in a scenario more applicable to the typical character, already has the CBMs in question)? The only use I found for them was kickstarting skill training by repairing/reinforcing a few of them, since I don't think they can be disassembled.Some can be disassembled for parts.
ah so worm reoval tablets or other forms of medcine might help there. Ringworm giving muscle cramps yup sounds like Cataclysm
I always assumed that the muscle pain thing was due to trichinosis.
...What is the best butchering knife these days, anyway?
AUGH. Flashback to learning about trichinosis. Nopenopenopenope.ah so worm reoval tablets or other forms of medcine might help there. Ringworm giving muscle cramps yup sounds like Cataclysm
There's no ringworm in DDA.I always assumed that the muscle pain thing was due to trichinosis.
You assumed correctly; that's why antiparasitic drugs can cure it.
Two questions;...What is the best butchering knife these days, anyway?
Best one I'm seeing on my high fabrication list is a literal Butcher's Knife at 25 butchering quality.
Two questions;
1. If you have multiple knives in your inventory, which one is used for the butchering?
2. If you have a knife in a sheath, can it still be used?
...What is the best butchering knife these days, anyway?
AUGH. Flashback to learning about trichinosis. Nopenopenopenope.>YOU PUKE MUSHROOM EVERYWHERE
Although the messages for a fungal infection is just as freaky to me.
Are there working, non-moronic NPCs yet?No.
Most of the people adding random stuff are not the developers. :PEveryone believes that their favorite feature is top priority.
And there are too many things broken to say that one thing deserves the attention more than another. Right now I'd prefer them to stick to Z-levels. What use are NPCs anyway? I never played with them on. >_>
Are there working, non-moronic NPCs yet?No.
So are the developers ever going to take time off adding random stuff and actually fix this massively broken feature? Its been like this for like two years now.
Most of the people adding random stuff are not the developers. :P
And there are too many things broken to say that one thing deserves the attention more than another. Right now I'd prefer them to stick to Z-levels. What use are NPCs anyway? I never played with them on. >_>
For my part, I don't play with NPCs because I enjoy the scenario of being the last human alive, focusing on the very essentials of survival in a totally hostile world. Walking down the street and seeing Billybob So-and-so stabbing zombies to death with a kitchen knife so he can get the last bottle of whiskey left in the bar... I can see the appeal for some, but for me, it ruins the atmosphere.So you're not interested in reenacting Shaun of the Dead? Or even World War Z? For shame. ;)
I think those are abandoned houses. Did you see any part of the floor missing or a bunch of trash on the ground?No. It was completely clean.
I haven't tried it, but IIRC it allows you to command your followers to return to base, assign guards and such.
Speaking of followers, what is the "create zombie slave" option available in the action menu of some knives? I know there's a Necromancy mod, but it is not enabled in any of my games.
So are the developers ever going to take time off adding random stuff and actually fix this massively broken feature? Its been like this for like two years now.Yeah, open source means that your options for the meaning of the world "developer" range between "hardcore code person" to "json modder". Funnily enough unless you are a hardcore developer yourself you probably won't notice many of the contributions of those people, since for the most part they are all totally code-end changes, improvements and other such things. Even their lesser contributions would often require you to be a modder (taken a look at modding the effects system lately? There's a lot that you can do there that you couldn't before). On the other hand the contributions of the json modders are much more likely to be noticed, firstly because they are changes that the player actually sees actively, and secondly because there are a lot more contributors at the json editing level than there are at the code wrangler one.
I think he's trying to get to the zeds? Try changing his combat preferences to "do not attacks stuff unless I attack it first" or something.
Does speed affect how quickly the batteries drain?
Does speed affect how quickly the batteries drain?
Seems odd for electric motors to need idle power. It's not as if they need to be ticking over.
so I'm not really good with computer, but today I start changing somethings on json of buildings to see if I'm able to create something that might help to pay off a little of the fun that I had it with, but I have a question... How do I test if the building that I '''created''' works or is just broken, etc?The quick answer:
But why would a motor ever need to be doing that? With a petrol or diesel engine then fair enough, because to stop and start the engine you need to have the starter motor going and it takes a while and if something happens like the battery goes flat or it's too cold the engine might not start at all. But with an electric motor there's really no reason to have it running if it's not actually driving the vehicle, since a motor can be stopped and started near-instantaneously and at no risk of failure above leaving it on.Seems odd for electric motors to need idle power. It's not as if they need to be ticking over.Well you can't put an alternator on an electric motor since that would just waste power. But I assume the minimum idle power is simply to keep the motor spinning against its own friction (as well as resistive losses for electric motors) even if the transmission isn't engaged.
Would it be very hard to program the warmth system to take into account warmth of the torso when dealing with the extremities? To account (roughly) for blood circulation?
Would it be very hard to program the warmth system to take into account warmth of the torso when dealing with the extremities? To account (roughly) for blood circulation?It's not necessarily hard, but what's the model based on? I couldn't find a reference for how that works, so we just have something slapped together, and you can see how well that's working out.
Also do keep in mind, as I have had this pointed out to me before. You start out at the start of Spring, which also means at the end of Winter. Spring does not immediately start out all warmth and flowers, it has a long period of cold winds, rain, and snow.
Though maybe it's just me being Russian. :P
Is there already a bionic for warming you up when you are cold? If there isn't, there should be one. Since there are those other temperature regulation ones already anyway.
Personally when I go out into the freezing snow with a snowjacket, gloves, and winter boots IRL, I'm not a shivering helpless mess of zombie-bait within minutes, or even a few hours if I have a warm hat on. It's really annoying ingame to be constantly spammed with YOUR PINKY FEELS CHILLY or YOUR TOES ARE SOLID ICE BECAUSE YOU STEPPED ON A SNOW IN HEAVY BOOTSJust throwing the BS flag on this one, since you *would* be a helpless mess without pants on.
Internal Climate ControlFursuits. Invaluable to go down ice labs.
Speaking of, has anyone tried armouring up a fursuit yet? It sounds like it might be frightfully OP.
Speaking of, has anyone tried armouring up a fursuit yet? It sounds like it might be frightfully OP.
Adding more bulk to the bulk seems counterproductive. Leather and kevlar both add decent amounts of encumbrance, and on a suit like that that covers everything, the encumbrance will cover everything.
It would be nice if you could get warm from moving. Maybe tie it to the stamina system?This is going to happen.
Solution: make furry power armor.I can't believe I haven't made this connection before >_<
(http://lparchive.org/Super-Robot-Wars-W/Update%20174/13-D-bonta.jpg)
Fumo-Fumo! Fu! Fumoffu! :P
I agree about the enemy targetting. It's like, Zombie dog? Bites your head off while you're standing up (sloooowly). Zombie? Punches your skull in. Spinosaurus? Didn't stand a chance anyway.That makes me think of another issues i had lately with the game, seems 90% of hits... no matter the source were always going to the head. Being shot of long distance? head, being hit by a zombie child? head hits again... come on i imagine myself being a tad less than 6 foot yet 7yrs old zombie child can hit my face numerous time in a row o.O? And zombie dogs too gnawing head while we are standing up.
And literally every world of mine becomes unplayable in days because of giant antmen near all the spawn points.
Rebuttal: Braaaaaaaaaaaaaaaaaaains.
Just started playing this. Any tips?
Plus head encumbrance doesn't do a thing, so you have no excuse not to armor it up.
Just started playing this. Any tips?
Fire is your friend. The minute you see any zombies coming after you, lure them over a bush and light it on fire. If you're scared, lure them from burning bush to burning bush until they die. If you're feeling a little brave, go ahead and melee them. You might miss, but they'll burn to death either way. Carry around something flammable, like string or rags. If you have no choice, 'D'rop one on top of them and ignite it and then fight them as they stand in the fire. Don't fight any zombies that aren't standing in fire until you have good enough armor to withstand their attacks.
As an alternative, try starting as a SWAT officer while also taking Krav Maga. Will probably need to take a few flaws to offset that, but it sure is worth it. The guns the officer starts with are also great for dealing with shockers and other nasty enemies, and the armour will help you survive attacks from most zombies.
As an alternative, try starting as a SWAT officer while also taking Krav Maga. Will probably need to take a few flaws to offset that, but it sure is worth it. The guns the officer starts with are also great for dealing with shockers and other nasty enemies, and the armour will help you survive attacks from most zombies.
Does the morale penalty for Killed Innocent degrade? I have killed a lot of people and cannot craft.
Hmmm observation: isn't the miniflamethrower pwer cost a bit steep, considering it's a glorified lighter?
Or is there some hidden use for this that I've not noticed?
Does the morale penalty for Killed Innocent degrade? I have killed a lot of people and cannot craft.Yep, it decreases a bit with every kill of that enemy type. Note that you have to desensitize yourself for each enemy type separately. Clearing out a school should nearly, if not fully desensitize you to zombie children.
I've not played since 0.8 and noticed that encumbrance is numbered differently in json (very large numbers, in tens, instead of single digits). So, I suggest that there are some changes to encumbrance system. Can someone explain those changes to me?
Damn those Hulks. Lost about 5 characters by getting ninja'd by one of them. If it weren't for that, I wouldn't have too much trouble taking care of them. Though to be fair, two of those times were due to me being stubborn and going for night raids, despite knowing better.
Z level bug report: SOmetimes stuff from lower Z levels spawns in the surface. I found several mangled chuds recently.Thanks for the report, looks like the item spawn code isn't z-aware yet, so when underground monsters kill each other or drop items (shell casings mostly), they appear on the surface. I didn't know about this one.
Also: Now I'm getting ppowwws and 9mm casings from what apparently is happening underground in a lab.
I guess experimental features are not quite playable yet. :(
Ft. Lost-in-the-woods in MoEquipment Operator or Master-at-Arms?
HAZMAT
They actually appear right by you on the first turn when you go back up stairs? I've never seen that happen, usually it says "X is coming up the stairs!" or something like that.
Just wear it out and about the house, answer the door while wearing it, take the garbage out while wearing it, go down to the mailbox to pick up the mail while wearing it.... be sure to wave at the neighbors.
Hi Neighbor! (http://www.amazon.com/BR-CHEMICAL-PROTECTIVE-CLOTHING-LAKELAND/dp/B0032JOF70/ref=sr_1_6/192-0244151-9575025?ie=UTF8&qid=1431354783&sr=8-6&keywords=hazmat+suits)
Though looking around it looks like disposable hazmat suits are actually pretty cheap. Though those ones don't cover the face and I imagine you'd need to get a protective mask for it to be functional as any real protection. It looks like they only get expensive when you start talking about reusable, and radiation protection.
Well...I need 50 in mechanics to install a swappable storage battery case.
Is that a bug or working as intended?
(playing an experimental I downloaded a couple of hours ago)
Class-A HAZMAT suits start at £780, and just get higher, and the costume ones are those lame-looking Class C ones (like the soldiers wear in The Signal)
Apparently some youtuber got a warning on the Cata DDA forums for using the word "lame" in an allegedly offensive manner, while in the past, I have not gotten such warnings for actually swearing. I would link, but I'm on mobile because my laptop seems to be dead.
Some people seem to actively look for things to be offended by.Apparently some youtuber got a warning on the Cata DDA forums for using the word "lame" in an allegedly offensive manner, while in the past, I have not gotten such warnings for actually swearing. I would link, but I'm on mobile because my laptop seems to be dead.
Wait, is "lame" really considered a swear word? Some people really get offended by the most ridiculous things. -_-
The way I see it, lame is just an adjective, nothing wrong with it. But then again, I don't know the context.
disabled people.
Apparently some youtuber got a warning on the Cata DDA forums for using the word "lame" in an allegedly offensive manner, while in the past, I have not gotten such warnings for actually swearing. I would link, but I'm on mobile because my laptop seems to be dead.
Ahh but you see, there are thousands of people who feel as though they need to get offended on your behalf!Apparently some youtuber got a warning on the Cata DDA forums for using the word "lame" in an allegedly offensive manner, while in the past, I have not gotten such warnings for actually swearing. I would link, but I'm on mobile because my laptop seems to be dead.
I dunno what's so offensive about lame, I wouldn't get offended if someone said that (disabled IRL :P)
Note with jumper cables, they will let one vehicle charge up another one, but only once they themselves are fully charged. They will not currently "even out" the charge of the two separate vehicles.
Note with jumper cables, they will let one vehicle charge up another one, but only once they themselves are fully charged. They will not currently "even out" the charge of the two separate vehicles.
Ooh, that could be fun for a simple "fix". We are aiming for realism, after all :P
When it come to battery charge, then, is it simply a case of raw numbers like "truck battery has 10,000 charges and car battery has 8,000 charges"?
If you have an idea on how to implement it you could jump in and give it a try. They've likely stayed away from it so far for the same reasons Dwarf Fortress has.Note with jumper cables, they will let one vehicle charge up another one, but only once they themselves are fully charged. They will not currently "even out" the charge of the two separate vehicles.
Ooh, that could be fun for a simple "fix". We are aiming for realism, after all :P
When it come to battery charge, then, is it simply a case of raw numbers like "truck battery has 10,000 charges and car battery has 8,000 charges"?
All that realism and still no pooping feature...
When will you put the porcelain thrones to use :P!
If you have an idea on how to implement it you could jump in and give it a try. They've likely stayed away from it so far for the same reasons Dwarf Fortress has.Note with jumper cables, they will let one vehicle charge up another one, but only once they themselves are fully charged. They will not currently "even out" the charge of the two separate vehicles.
Ooh, that could be fun for a simple "fix". We are aiming for realism, after all :P
When it come to battery charge, then, is it simply a case of raw numbers like "truck battery has 10,000 charges and car battery has 8,000 charges"?
All that realism and still no pooping feature...
When will you put the porcelain thrones to use :P!
Cataclysm: Dark Days Ahead. Now with realistic poop physicsIf you have an idea on how to implement it you could jump in and give it a try. They've likely stayed away from it so far for the same reasons Dwarf Fortress has.Note with jumper cables, they will let one vehicle charge up another one, but only once they themselves are fully charged. They will not currently "even out" the charge of the two separate vehicles.
Ooh, that could be fun for a simple "fix". We are aiming for realism, after all :P
When it come to battery charge, then, is it simply a case of raw numbers like "truck battery has 10,000 charges and car battery has 8,000 charges"?
All that realism and still no pooping feature...
When will you put the porcelain thrones to use :P!
Press P to poop. If you forget to press P every 50 turns you explode and everything within a 15 tile radius turns brown. Pooping without toilet paper and a newspaper reduces morale. If you poop next to an NPC they attack you. And in true Dwarf Fortress fashion you should be able to pick up your poop and fling it at the enemy.
If you couldn't tell yet I'm joking :P.
We'll need air circulators next in that case. ;)
We'll need air circulators next in that case. ;)
Speaking of air circulators... Solar powered heaters and air conditioners would be an awesome idea.
We really need working electricity at some point via generators :(.
What is actually needed, is integration of cars and furniture into the same class of objects.
Screw cars, I have a deskWhat is actually needed, is integration of cars and furniture into the same class of objects.
Does this mean we are going to get derivable wardrobes ?
Screw desks, I have a recliner! (http://www.youtube.com/watch?v=DDzlmNf8cCk)Screw cars, I have a deskWhat is actually needed, is integration of cars and furniture into the same class of objects.
Does this mean we are going to get derivable wardrobes ?
Is it possible to modify the source code again under windows?Codeblocks is what like half of our development team uses, and Cygwin also runs on Windows if you'd prefer that (Though IIRC both of them tend to stumble on SDL/tiles builds). We're working on getting an open-source license for a new C++ IDE from the same people who made IntelliJ though, so with any luck it'll be getting easier in the future. :)
Last I checked you could not do this anymore because Codeblocks would spit out compiler errors.
If anyone knows how to get it to work care to pop up a short step by step on getting Codeblocks to work?
Is it possible to modify the source code again under windows?Codeblocks is what like half of our development team uses, and Cygwin also runs on Windows if you'd prefer that (Though IIRC both of them tend to stumble on SDL/tiles builds). We're working on getting an open-source license for a new C++ IDE from the same people who made IntelliJ though, so with any luck it'll be getting easier in the future. :)
Last I checked you could not do this anymore because Codeblocks would spit out compiler errors.
If anyone knows how to get it to work care to pop up a short step by step on getting Codeblocks to work?
Steps for a Curses/non-tiled build in Code::Blocks:
1) Download Code::blocks
2) Use your git application of choice to get the git source code
3) Open up the C:DDA project in Code::Blocks, go up to the top and choose "Release", then click the compile button
Pretty sure that's all you need to do for a non-tiles build (I don't use tiles so I've never bothered to compile a tiled version, I do believe it takes some extra work though).
Is there a bonus for reading speed at higher focus? At the moment I usually listen to mp3s while reading, but I am running out of batteries. :D
Rince, I usually take my batteries out of my MP3 player until I get a recharge apparatus up, then slap a recharge mod on the player, and use two (one charges, use the other) :P
Batteries are too useful until you can power things off solar panels to waste on silly things like morale~
Does purifier serum have a higher chance of sparing good mutations and removing bad ones than the regular stuff?
Damn, zombie grenadiers are nasty. Saw one not all that close to me and was ripped apart before I knew what was happening. Shame, too, that character was really promising. My initial safehouse turned out to have a basement FULL of guns and ammo in it.I find that a shotgun with 00 shot (even a sawed-off) and a gas mask is enough. Shoot down any (frag)grenadehacks, easy with a shotgun even if unskilled, ignore tear gas and flashbangs with your gas mask, while running towards the grenadier. Once you're close enough, just blast'em, and run away before the final grenade explodes.
The only way this is viable, is if for some reason, this helmet is incapable of having the visor lifted.
Congrats troll. That's not a power helmet, or one made since glasses were a thing.Well it was somewhat funny in any case hehe.
Really, installing diamond corneas, or almost any of the other optical CBMs should probably correct to 20/20 automatically, but that isn't the argument I'm pursuing.And removing them should permanently blind you too. :P
Really, installing diamond corneas, or almost any of the other optical CBMs should probably correct to 20/20 automatically, but that isn't the argument I'm pursuing. If the military was going to utilize full environmental powered battle armor, they would certainly include vision-correction into the equation, with either adjustable lenses or inserts.Knowing the military as I do, they'd be more likely to simply screen out soldiers who need corrective eyewear. Its cheaper than designing in vision correction.
I AM an ex-soldier.Yes.. so am I. I'm saying that they'd be more likely to screen out soldiers who require such vision correction than to design it into the helmet's optics.
and run away before the final grenade explodes.Or take inventory of the timers they're all on and try to throw the explosives away :D
Can you use the hospital auto surgery unit (forgot its name) to do a corrective surgery? That would be neat.
P.S. As an aside, diamond cornea CBM should remove eyesight traits.Little late there.
Really, installing diamond corneas, or almost any of the other optical CBMs should probably correct to 20/20 automatically, but that isn't the argument I'm pursuing.And removing them should permanently blind you too. :P
Fun thing I've noticed: you can activate a holy symbol. If you have the Spiritual trait, this will make you "pause for spiritual contemplation" and give you a small morale boost, stacking twice up to +10. It's not that much, but considering it can be done indefinitely at only a tiny cost of time, it's worth it.
So that'll be one Our Father and two Hail Marys for slaughtering that kindergarten? Thanks God!
Quote from: Post-cataclysm CatholicSo that'll be one Our Father and two Hail Marys for slaughtering that kindergarten? Thanks God!
... I'm going to hell, I know.
just hit a bug with picking up guns with the advanced inventory screen with a category on - the guns weren't being deleted so now there's > 20 of them on the floor. I'm not using the latest version though, anyone know if that's been fixed?I believe so, yeah.
I decided to give martial arts another go. Is Zui Quan any good if I'm playing with 13 int? Or should I stick with Krav Maga?
Fun thing I've noticed: you can activate a holy symbol. If you have the Spiritual trait, this will make you "pause for spiritual contemplation" and give you a small morale boost, stacking twice up to +10. It's not that much, but considering it can be done indefinitely at only a tiny cost of time, it's worth it.
Considering a regular zombie has maybe 80 HP, and if we assume their HD is 1d12, we get 12,307... HD.This really freaked me out until I realized you were probably using the ',' as a decimal point. :P
Found a bug/missing-feature: wearing rubber gloves does not protect you from being shocked for striking a shocker zombie in unarmed combat. I just lost a character due to that.Maybe you kicked the shocker? I don't think, though I really don't know how it looks in the code, combat tracks what bodyparts were used to attack. Probably could still insulate you if people are not willing to delve into combat that much.
Considering a regular zombie has maybe 80 HP, and if we assume their HD is 1d12, we get 12,307... HD.This really freaked me out until I realized you were probably using the ',' as a decimal point. :P
More of a missing feature than a bug. I don't believe wearing rubber boots helps you much either right now.
Nobody is working on it that I know of at the moment, partly because it's a rather complex thing, and the benefits gained are pretty small since you can do pretty much everything it would allow you to do with the current vehicle system.Thanks, Got it.
Thanks, Got it.
So by 'complex thing' I assume that means it is likely beyond my ability to reasonably do as a complete novice.
Its a shame, but I guess beggars can't be choosers :-)
Okay if a normal old sidewalk is burning without something on it then something is definitely wrong there. :P
Hmmm, I'm not seeing anything that would do that directly. However I am noting that fires can essentially "feed" nearby fire if they are sufficiently large enough to have "extra age" to burn, so if you had a very large fire next to the sidewalk it's possible that it slowly spread out onto the sidewalk and then kept that fire going (and they kept the ones next to them, and so on) through it's own fuel.
What cn you do withsoftware?
I've tried setting up a generator at one point, and... well, the list of parts and requirements for it doesn't quite make sense. You have to basically build a car sans wheels. Frame, engine, battery, alternator, fuel tank, controls.That's sounds exactly what I would say a generator is built with.
Yeah isn't that basically what generators are? Obviously you need an engine to convert fuel into mechanical power, you'd need controls to start/stop it and throttle it, you'd need a frame to house the whole thing, an alternator converts mechanical power to zappy power, fuel tank holds the fuel, battery runs the starter and smooths out the power drawEngine+fuel tank, pull starter, dynamo attached via belt to engine. No controls. Especially no steering, no speedometer, no dome lights. Just a machine I manually activate and stop when needed.
How else do you make a generator?
Yeah isn't that basically what generators are? Obviously you need an engine to convert fuel into mechanical power, you'd need controls to start/stop it and throttle it, you'd need a frame to house the whole thing, an alternator converts mechanical power to zappy power, fuel tank holds the fuel, battery runs the starter and smooths out the power drawEngine+fuel tank, pull starter, dynamo attached via belt to engine. No controls. Especially no steering, no speedometer, no dome lights. Just a machine I manually activate and stop when needed.
How else do you make a generator?
Really, all this would change would be adding a "starter" part to most cars, which is basically a small electric engine plus belt or rope in crafting. With electric starters being the only ones activated via controls, and the other kinds allowing engines to be manually activated by 'e'xamining its tile.
Worst case scenario, keep your "integrated starters" if you like. But allow engines to be manually started sans controls! A dashboard and steering make no sense on a device that does not drive!
All generators, and for that matter lawnmowers, snowblowers, and weedwackers, I have seen have atleast one control, to turn the thing off. Most generators have atleast a clutch and a throttle of so kind, even if it is just on/off. Most generators arround new england also electric start, atleast the larger (bigger than a lawnmower) ones. Many also have casters...Please don't confuse a manufactured generator with a DIY one. :P
Dynamos are alternators. Steering and speedometers are just there because noone wants to add ~8 sets of control panels, the same reason why we only have one cardboard box.
Eh, the welder is never the actual problem with welding. Any recipe for welding goggles?
I recently got new version of Cataclysm DDA after not playing for a long time and I don't know how to speed up reading. Is it a bug or what? It takes minutes in real time. I don't remember it being like that before. I wanted to ask that in official forum, but they got verification questions for elitist club of experts only...
I recently got new version of Cataclysm DDA after not playing for a long time and I don't know how to speed up reading. Is it a bug or what? It takes minutes in real time. I don't remember it being like that before. I wanted to ask that in official forum, but they got verification questions for elitist club of experts only...
Programming it to ingnore things outside would just result in a stating game outside, which is somethng that noone wants, not really. Best bet, find a house somewhere with few baddies and settle down to read there. Reading takes a long time, but you are learning skills. Dim light, hunger, thirst, and being tired also slows it down, so remember that.
However, if it takes a min to learn a skill from an early-level book,you either are playing with a really dim char, have slow reader, have far toomany things outside, or use a toaster for a computer...
Also, Stable does mean stable. Well, as stable as any in-development game can be. Experimentals are expected to crash all the time.
As for reading and programming I don't understand how it goes code wise and I am not even a programmer really, but maybe it could be speed up real time. The same it is but with faster display of text. I searched the internet and found that it is not only my problem, but that it's a bug introduced at least year ago... I know it should take time in game time , but for the player it would be better if it would not take minutes or more to just looking at the text and have game frozen in that time.I think it already does this, and infact I am certain it does. Not as fast as sleeping, but it does speed it up.
There is any difference between the speed-up-because-I'm-reading/crafting from speed-up-because-I'm-sleeping?
widrox, try experimenting with software rendering option to see if it fixes your performance problems.
widrox, try experimenting with software rendering option to see if it fixes your performance problems.
Yeah I changed it and now it flips only two times and close the game a lot faster.
I recently got new version of Cataclysm DDA after not playing for a long time and I don't know how to speed up reading. Is it a bug or what? It takes minutes in real time. I don't remember it being like that before. I wanted to ask that in official forum, but they got verification questions for elitist club of experts only...I took a look at the questions, and they had gotten pretty bad, we kept ratcheting them up because the spambots kept getting through, but it looks like it got out of hand at the end, sorry about that. The questions are less "flavorful" now, but you should be able to look up all the answers or they should be common knowledge (which enemy is alive, a wolf or a zombie?)
Has there been a change in armor recently? Specifically, does armor protect less than it used to? Just last week, I remember, being able to plow through a city while wearing active Power Armor. Only a direct hit from a Hulk could deal damage to me, and even then not so much. Now, I couldn't take a step without getting shredded by Feral Predators and the spit of Corrosive Zombies, and getting pain shot through the roof as a result. What could be the cause of this, exactly?A bug in armor coverage calculations was causing the value to be inverted, the more coverage you had, the worse it was. For a short time, chainmail bikinis were the best armor in the game. Fix merged last night.
So which of the martial/weapon styles CAN'T you as a skill book?According to the item browser, skill books exist for all 26 styles except Brawling, which you learn by getting to level 2 unarmed combat. In-game, I've only ever stumbled upon books for Karate, Aikido, Boxing, Judo, Tai Chi, and Fencing, though, so I'm not very sure if the others are available. Also note that Boxing and Niten Ichi-Ryu can't be learned at character generation.
wait, is this on the last experimental version? https://github.com/CleverRaven/Cataclysm-DDA/pull/12347
I don't know how this things work, so I'm downloading right now to see myself, seems awesome!
A bug in armor coverage calculations was causing the value to be inverted, the more coverage you had, the worse it was. For a short time, chainmail bikinis were the best armor in the game. Fix merged last night.
According to the item browser, skill books exist for all 26 styles except Brawling, which you learn by getting to level 2 unarmed combat. In-game, I've only ever stumbled upon books for Karate, Aikido, Boxing, Judo, Tai Chi, and Fencing, though, so I'm not very sure if the others are available. Also note that Boxing and Niten Ichi-Ryu can't be learned at character generation.
Death by codeine overdose for popping 5 pills over 4 hours? Seriously? ::)Did you have the Lightweight trait? Even if you didn't, 5 doses of codeine in an entire day is still an overdose in real life and likely to cause symptoms, if not death.
Looking through the JSONs, I've found spawnable manuals for:Spoiler (click to show/hide)Spoiler (click to show/hide)
I recently started a new world with wander spawns turned on, just to shake up the usual playstyle.Yeah, wander spawns are ridiculously OP on the first day; it's best just to go nomad for a day or two in a random direction, looting as you go and dragging along a shopping trolley or something. The spawns seem to die down after that.
I was having a good first day, having filled up an emergency shelter with the basics, when I managed to run over Brad Hertfelt with my recently acquired car. I looted his SMG, a Calico 590 or something to that effect, and went off to find a previously noted house full of gun modifications and miscellaneous ammunition.
Upon returning to my shelter night had fallen, so I prepared to read for a few hours before tucking in to my hastily gathered blanket-pile. Entering from the right-hand side of the shelter, I made my way across the dusty concrete to the left side, where my food and nest were located. That's when I saw the first yellow "?".
One more step, now there's 5 yellow "?"'s just outside the wall. Did I mention my character has great listening so those "?"'s aren't just an approximation?
One more step and the windows burst open, my flashlight flicking on to reveal . . . exactly what you expected (a commonly used vulgarity that stands for sexual intercourse-ton of undead).
There is a certain sort of pressure, or stress, that comes from having maybe ten in-game movement turns to grab what you can carry before hundreds of zombies flood your base. It feels like a real decision, not some shoehorned 'choose A or B' narrative dichotomy that AAA gaming falls back onto so frequently. All these separately programmed systems come together to produce a scene out of a movie and it feels entirely organic. This sort of thing is why I play Cata.
Anyways I managed to grab the important bits and throw them into the trunk of that car I had found. Jumping in the drivers seat, slamming the door and twisting the key I started it up and sped off, zombies chasing aft - wait what there's no battery charge left?! fuuuuuuuuuuuuuuuuuuu
That's where I am now, and it isn't the first time I've found myself stranded and running, lugging along a heavily modified tactical weapon that I can't even use properly and a backpack full of not food (who needs food?) but books.Spoiler (click to show/hide)
Eventually I'll make my way back to the car, there's too much there to simply forget.
Quick for sure was 3, I *think* fleet-footed was the same.I'm fairly sure fleet-footed was 2 points for, like, forever.
a backpack full of not food (who needs food?) but books. Look, man, I was scared back there and couldn't think properly.No, I think you were thinking incredibly properly.
Its the proverbial person teaching you to fish.'Give a man a fish and you will feed him for a day, but teach a man to fish and you will feed him until zombies controlled by extradimensional amorphous life ambush him while he is reading a human flesh cookbook perched on a child's corpse while high on literally everything.'
Exactly.Its the proverbial person teaching you to fish.'Give a man a fish and you will feed him for a day, but teach a man to fish and you will feed him until zombies controlled by extradimensional amorphous life ambush him while he is reading a human flesh cookbook perched on a child's corpse while high on literally everything.'
Anyone know the steps to decompile and recompile the tiles version for Windows under Codeblocks?
Anyone know the steps to decompile and recompile the tiles version for Windows under Codeblocks?
Fork the official repo (https://github.com/CleverRaven/Cataclysm-DDA). Compile with TILES=1.
Do you have all dependencies? SDL2, SDL2_ttf, SDL2_image? The .dll's necessary to run things? There's a thread on the forum that has all dependencies in one archive, I believe.Anyone know the steps to decompile and recompile the tiles version for Windows under Codeblocks?
Fork the official repo (https://github.com/CleverRaven/Cataclysm-DDA). Compile with TILES=1.
Doesn't work. Compiler spits out errors and freezes up.
Do you have all dependencies? SDL2, SDL2_ttf, SDL2_image? The .dll's necessary to run things? There's a thread on the forum that has all dependencies in one archive, I believe.Anyone know the steps to decompile and recompile the tiles version for Windows under Codeblocks?
Fork the official repo (https://github.com/CleverRaven/Cataclysm-DDA). Compile with TILES=1.
Doesn't work. Compiler spits out errors and freezes up.
Looks about right.
I compiled this once. That's all, just once.
Quickly said f-it the moment it finished.
As far as I know, if you go to http://www.codeblocks.org/downloads/26 and download/install codeblocks-13.12mingw-setup-TDM-GCC-481.exe, it should be a recent enough gcc that it will build cataclysm. If not, report the issue, and we will fix it, we are already avoiding several library calls that are broken in that particular gcc version (map::emplace() for whatever reason) in order to maintain compatibility with a very commonly used build tool. Unfortunately there's no automated test for that build failing, since Jenkins uses (must use) a cross-compiler instead of TDM-GCC.It's usually good enough to build the terminal version if you're adding mechanics to the game, or fixing bugs. Unfortunately the thing I want to do most now, requires me to meddle in SDL.
Mingw also has some missing pieces of c++11 support (std::to_string()) that we're working around, as well as broken support for even older functionality that has something to do with conflicting Windows headers, but we also do our best to maintain compatibility with a reasonably recent Mingw (4.9.0), precisely because it's such a popular tool.
If you're insisting on building with SDL from the start, you're doing it to yourself, there's a reason those are optional dependencies, it's because dependencies in general, and SDL in particular are a pain in the ass to deal with. We've put a lot of work into keeping SDL, gettext, and lua as optional dependencies exactly because we want it to be as easy as possible to build the project.
I have a single folder called WinDepend that holds all required files arrayed as they need to be. All relevant project paths are simplified to "/WinDepend". I had no trouble setting up either Code::Blocks or the GCC compiler.
Of course, it might have changed since I last worked on it.
If you're insisting on building with SDL from the start, you're doing it to yourself, there's a reason those are optional dependencies, it's because dependencies in general, and SDL in particular are a pain in the ass to deal with. We've put a lot of work into keeping SDL, gettext, and lua as optional dependencies exactly because we want it to be as easy as possible to build the project.
No, that sounds about right. Just set up your dependencies folder and change all paths to point to it. Should really be just one line in every path list, "WinDepend", assuming you put it into the project folder like I did.I have a single folder called WinDepend that holds all required files arrayed as they need to be. All relevant project paths are simplified to "/WinDepend". I had no trouble setting up either Code::Blocks or the GCC compiler.
Of course, it might have changed since I last worked on it.
The .cbp has changed, in a piecemeal and incomplete manner. The libraries point to SDL1, while SDL2 is now used. You can't compile the tiles version straight out of the box, even with the correct libraries, because the .cbp doesn't even use the correct libraries.
The reason it's out of date in that regard is because hardly anyone works on the SDL builds specifically. Especially on Windows. You can add and test mechanics with the curses build, and the Jenkins compiler (I'm assuming that's what the online compiler service thing is called) handles the different versions from there. This means people who need to work with Windows-SDL are rare enough that they can usually just fend for themselves.Pretty much this. Just about any sort of mechanic change that you want to change and build can be done on the curses version, and Jenkins handles all of the actual builds. There is literally no reason why you would ever need an SDL build for developing unless you were specifically tinkering with the SDL stuff yourself.
Then if there's no documentation, then write some, and then there will be some for everybody else.
Then if there's no documentation, then write some, and then there will be some for everybody else.
I just did. It's on this page (edit: or the previous page at least) in fact. I understand your position of, "It's not worth my time," certainly. But I think it's short-sighted to say there's no reason for it. My own personal experience is that I've made a lot of modifications that weren't worth sharing because they're borderline (or outright) cheats. Some of these things resulted in "spill-over," things that were worth merging and did get merged. If people like me were to be presented with the choice to mod the console version or play stock tiles, how many would just abandon the entire endeavor? Not everyone mods for the community. Some mod for themselves. But that doesn't mean the community won't benefit.
Well, make it official and put it up on github. Since it's open-source, "devs" means "any one who puts something into it" so be a dev!
What am I supposed to do, PR a text file? If someone wants to include it in the docs, that's fine by me, but I wouldn't know where to put it. It's also not exactly professional, since I express my exasperation with the process repeatedly.Yes? We have a docs folder precisely for things like this. Ideally you would PR any fixes for broken links in the Code::Blocks project that you found as well, but if a text file is all you have then that's perfectly fine to go in. If you feel it isn't professional then cut out the parts of it that you don't think are professional and put what's left into a text file. I assure you that any writeup that I do isn't going to be any better than the one that you have there. :P
I urge all of you who haven't already to play this game immediately. Like right now. :D
Logs are too big to burn through on their own. It's generally a better idea to chop them up into some kind of 'firewood' like planks or heavy sticks, which will actually properly catch fire and provide a decent amount of fuel.That makes sense... except one part is both correct and incorrect: the bigger the log the longer it burns in an established fire. The less surface area results in a lower temperature but longer burn. That said you are correct that just lighting a long on fire doesn't last long or do much, but in a proper environment, such as a wood stove, once you get the heat up and a fire going inserting large logs will result in a slow (long) burn. But again, in my situation where I do not have a fire already going, my logs are burning out quickly, which makes sense.
This is true, to an extent, in real life as well. At least in the case of most hardwood, it takes an incredible amount of temperature for a log to properly catch fire, and a great deal of time for it to burn through. This is why splitting wood is a thing: it increases the surface area and makes the wood actually burn longer and more thoroughly without requiring a bunch of extra fuel to provide the needed high temperatures and longevity.
Logs are great to replenish your batteries with an internal furnace. They give like 500 power each.And once again I find myself laughing at the thought of a survivor chowing down on a log.
Speaking of PRing text files, would it be in any way advisable to make the game default to two different fonts for the game/map windows, and the respective sidebars? Standard squished font for sidebars with all the text, square font for maps, now that it comes with a square and a a non-square font by default. There's no way to do it from within the game, and I don't know how many people even know it's possible to do it.
So we've got Hulk Smash, but not Hulk Smash And Bash. Noted.Well, not entirely, I think temporary strength does affect the multipliers from Muay Thai (that really needs an update on the wiki, size multipliers aren't a thing for it anymore as far as I can see) and Tiger Kung Fu.
Our NPC and faction superstar goes by acidia, they are responsible for the prison, the mall, the refugee center, and now an outpost of the refugee center called the farming commune. It doesn't exist unless you do refugee center missions, then it gets started, and it grows as you complete its (gigantic) quest chain. The current feature set is the commune selling you a field on the grounds and planting/harvesting crops for you, and providing missions for your followers to do (it's like a cross between Suikoden and FFT, and it's freaking amazing).
Wait, what's going on? Is there a new update?
I think he is talking about stable updates...Wait, what's going on? Is there a new update?
Practically daily, yes.
I think he is talking about stable updates...Wait, what's going on? Is there a new update?
Practically daily, yes.
I'm not seeing either in the closed/merged PRs list in the repo for some reason.
Eeeenterestink...Spoiler (click to show/hide)
Yah, those community plans sound awesome, especially if our scavenging runs and such can benefit the community as a whole. It gives a greater sense of purpose to everything, pretty much./me sounds out the words
Open up data/json/scenario/scenarios.json. Take a look at the lab scenarios, they should show you how to enable any mutations you want to add to any given scenario. Then just save the changed text file and reboot cataclysm and you shod be good. :)
Mall of America mode? :P
Mall of America mode? :PMore like Buy'n'Large mode. :P
Wow. I fired one gunshot at a bandit(see ownage thread), and zombies come from miles and miles around. There were at least two shocker brutes in that horde, plus a lot of grapplers. I think I picked up the Sleepy mutation during that battle - huge boomers do that?
I haven't yet killed every last one of them, even three days later. It doesn't help that I still haven't fully shaken off the mood hit from killing the bandits, but I can finally read skillbooks again.
i see next to my stamina it says "walk"
is there a way i can "run"?
Assuming enemies can still see in 360 degrees I would very much like to see 'facing' introduced.Facing is pretty much out right now for three main reasons:
i see next to my stamina it says "walk"I believe the default key bind is ".
is there a way i can "run"?
who did it
who made skeletons just really skinny zombies
who fucked it up
who ruined cataclysm
who did it
who made skeletons just really skinny zombies
who fucked it up
who ruined cataclysm
They've not changed. DDA's skeletons have always been really skinny zombies. We're not so far into fantasy territory that we have 'fleshless bones that have been held together with magic' walking about.
I'm not so sure about that.
I remember bullets being able to pass through a skeletons ribs.
Number three is slightly harder, and is representing monster facing data to the player. Since it's ASCII we can't exactly put a dot on the zombie tile or something similar, so we need to come up with a way to easily allow players to see which way any given monster is facing at any given point in time.Perhaps putting one of the ASCII arrows/slashes on the tile the enemy is facing?
OOH!
anyone who can develop, do this:
make it to where trails of gasoline will spread along the line, and if you can, add a command to dump 1 unit of liquid from a container
I'm more interested in whether we'll ever be able to "sneak".
wish the experimental wouldn't crash so much
anyone got this problem?
wish the experimental wouldn't crash so much
anyone got this problem?
Why a day? There's new builds every few hours, usually.
The current build I'm playing(about two weeks old) has skeletons and skeledogs dropping fresh meat and stomachs when butchered, and no bones(tainted or otherwise).
Happened to robots, plants, and a bunch of other monsters that were clearly not supposed to be made out of flesh as well. It was pretty funny, but sure made a mess.... Where the hell is your avatar from?
Indeed, when we're averaging around 120 commits a week, a two week old version means that you are missing some 240 code changing chunks that include new stuff, new features, balance changes, and bugfixes.The current build I'm playing(about two weeks old) has skeletons and skeledogs dropping fresh meat and stomachs when butchered, and no bones(tainted or otherwise).Well there's your problem.
... Where the hell is your avatar from?I would guess an episode of the Rick and Morty puppet/muppet series. Yes, it's a thing, apparently (https://www.google.com/search?q=rick+and+morty+puppet&tbm=vid).
Also note that there's very little reward beyond bragging rights in actually doing it.Does a successful raid not even stop them from spawning in that specific area?
Does a successful raid not even stop them from spawning in that specific area?Yes, it does. Not everyone might want that, though, as triffids...
Well, don't they usually dispel restless dead with ofuda talismans? Get your throwing to level 20 and kill the zombies with sheets of paper.
Its^_^horrifichilarious when you find specials in the shelter basement.
Attach an alternator, if I recall correctly.vavoom
what profession do you guys usually pick?
I usually take tailor. Is this a mistake?
Who brings an umbrella into a shower?The albino that needs to keep it nearby in case they need to run into sunlight and not get burnt? The same reason as those other objects, I'd say.
I always assume that scenario is what happens when a shelter is home to some survivors that end up dying there. Other shelters are just cleaned out because everyone left by the time you start out, but some people died in the basement of this one, and all the items they had, found, or started with in the shelter, remain there with their reanimated bodies.This.
Likewise, and artillery shell with ["EXPLOSIVE_BIG"] and a damage of 4000 barely does damage to me when I shoot myself with it.
Do it yourself!
Do it yourself!
alright, i'll give it a shot, i guess. I don't know much about doing this kinda thing, though.
what program will i need to do this
Odd. I've had that problem until recently. The last time it occured I saw I had NPCs off, so I started a new world with them on, which worked apparently. Did you use the evac shelter console to find the center?Spoiler: That barricaded bit (click to show/hide)
Alrighty. I've got notepad++ installed. Anyone have experience on this kinda stuff? Mainly how to commit it?Contribution to the actual project is actually a bit complex to get set up, since the world of open source contribution is one of a vast number of competing "clients" and "standards" :P. Here's a "basic" walkthrough (http://smf.cataclysmdda.com/index.php?topic=10221.msg232460#msg232460) of what you need to do, but honestly my first suggestion would be going to the Cataclysm IRC chat (linked to from the cataclysm website main page, and preferably in the evening when it is most active) and ask if anyone can help you get set stuff set up. It's one of those things that is kinda complex to do, but you only need to do most things once and then they take care of themselves after that.
Thanks for the help, I think my problem was I was standing on the toilet and not next to it.'g' should still work when standing on a toilet. It sounds like you're not using a number pad on your keyboard to move and interact. 5 will let you 'e'xamine the tile you're on.
console 3339 is fine
Thats generally a sign of a JSON error. Are you running any mods or made any changes yourself?console 3339 is fineNope it crashes on me. Lots of errors when starting (Ex. "cannot find gunknife"). I have to press space a bunch of times. Then ti crashes, usually when I either die (seems only to zombies) or get near an NPC fighting something (not always).
why did the mansion i was reading in spontaneously combustLightning maybe. Or you lit a fire in the building on mistake at some point in the past.
Thats generally a sign of a JSON error. Are you running any mods or made any changes yourself?console 3339 is fineNope it crashes on me. Lots of errors when starting (Ex. "cannot find gunknife"). I have to press space a bunch of times. Then ti crashes, usually when I either die (seems only to zombies) or get near an NPC fighting something (not always).
Thats generally a sign of a JSON error. Are you running any mods or made any changes yourself?console 3339 is fineNope it crashes on me. Lots of errors when starting (Ex. "cannot find gunknife"). I have to press space a bunch of times. Then ti crashes, usually when I either die (seems only to zombies) or get near an NPC fighting something (not always).
If by mods then you mean the in-game add-ons like boats icecoons weapon packs and extra vehicle parts, then yes. If not, then no haven't done anything.
Someonewantedcoded FFaF in their Cataclysm. *shrug*
has anyone ever gotten good use out of setting traps and stuff, other than setting a landmine right in front of something thats chasing you? it seems cool and all but unless you're playing dynamic/with hordes not all that useful
console 3339 is fine
Nope it crashes on me. Lots of errors when starting (Ex. "cannot find gunknife"). I have to press space a bunch of times. Then ti crashes, usually when I either die (seems only to zombies) or get near an NPC fighting something (not always).
So..... who decided it was a good idea to make smoker zombies as fast/faster than 115 speed, able to see through their own smoke, and unnaturally tough?They cannot see through their own smoke, and they can't smell either (smoke obliterates scent), but they can hear, and if the smoke parts momentarily they can spot you.
If it cannot see through it's own smoke, how are they capable of following me when I change direction? I know it's not due to breaks in the smoke, as I would in turn be able to see them, and I look for that to know if they get another peek at me. Unless perhaps running causes sound?You can encounter Shocker Brutes early in the game. Just because you can encounter them early, doesn't mean they should be easy to kill, either. :)
I wish they were easy to melee, even with a baseball bat, minor encumbrance, and some decent armor I could not solo one. Yes my character was not experienced but I put starting points into melee and dodge and it's silly if you die to one just because it's early in the game.
Here's my tip that will universally kill ANY* zombie that you encounterIf it cannot see through it's own smoke, how are they capable of following me when I change direction? I know it's not due to breaks in the smoke, as I would in turn be able to see them, and I look for that to know if they get another peek at me. Unless perhaps running causes sound?You can encounter Shocker Brutes early in the game. Just because you can encounter them early, doesn't mean they should be easy to kill, either. :)
I wish they were easy to melee, even with a baseball bat, minor encumbrance, and some decent armor I could not solo one. Yes my character was not experienced but I put starting points into melee and dodge and it's silly if you die to one just because it's early in the game.
I don't think you're meant to directly fight smoker zombies. They're fast, hard to hit, and half-incorporeal. I've never killed one in melee, all my smoker kills are via vehicular battering or AOE attacks. Pipebombs, Molotovs, and spraycan flamethrowers are all good early weapons against them.
If it cannot see through it's own smoke, how are they capable of following me when I change direction? I know it's not due to breaks in the smoke, as I would in turn be able to see them, and I look for that to know if they get another peek at me. Unless perhaps running causes sound?You can encounter Shocker Brutes early in the game. Just because you can encounter them early, doesn't mean they should be easy to kill, either. :)
I wish they were easy to melee, even with a baseball bat, minor encumbrance, and some decent armor I could not solo one. Yes my character was not experienced but I put starting points into melee and dodge and it's silly if you die to one just because it's early in the game.
Also yes, like all zombies are normally at night, the smokers are attracted to sound.
One warning though, despite what happens in reality the corpse will not be destroyed by the fire (it will get burned though) and my method also prevents you from butchering it so I would recommend you to take the necessary precautions to prevent a forest fire and then RUN!!You can still pulp it, however, which will do just as well at preventing resurrection. Simply smash it and you'll be fine.
That does beg the question - why are there no fireimmune fire zombies, the same way there are electric shocker zombies? Is it just because they'd burn down all the houses in their path?
That does beg the question - why are there no fireimmune fire zombies, the same way there are electric shocker zombies? Is it just because they'd burn down all the houses in their path?Fire immune or fire-spreading? Zombies that cause fires would probably cause huge problems with lag after enough time in the reality bubble. Fire-immune... I thought there were, but I actually didn't look into the code to see if zombie firemen are actually immune to fire.
so tempted to make a 'hell on earth' mod now which replaces zombies and such with demons of various typesRip and tear!
They'd have to be fire-immune in order to be fire-spreading, so... :PThat does beg the question - why are there no fireimmune fire zombies, the same way there are electric shocker zombies? Is it just because they'd burn down all the houses in their path?Fire immune or fire-spreading? Zombies that cause fires would probably cause huge problems with lag after enough time in the reality bubble. Fire-immune... I thought there were, but I actually didn't look into the code to see if zombie firemen are actually immune to fire.
where a burning bullet harmlessly fires its casing in a random direction, while the heavier shot stays harmlessly in the fire
Between the explosion not being constrained by the gun barrel, and the lesser mass/worse aerodynamics of the casing causing it to slow down much quicker, I'd say it's not going to be lethal anyway. Not harmless - rather painful, perhaps. But not lethal.where a burning bullet harmlessly fires its casing in a random direction, while the heavier shot stays harmlessly in the fire
I would hardly call that harmless. Bullets detonating out of their gun is still a pretty significant threat to everyone around the fire, because high-speed projectiles are still high-speed projectiles whether they're made of brass or copper-coated lead. Plus, I'd bet that most casings still weigh enough that the 'recoil' on the bullet would send it along at a decent pace, too.
Another exploit is.. (don't look! Once you know you can't un-know!) ;)Spoiler (click to show/hide)
I mean in the dev versions.
I mean in the dev versions. Maybe it's just the ammo exploding and it'll be changed.Explosions have been refactored. You probably were in a small enclosed space, so were hit harder.
I fired at a turret from, I don't know, 8-12 tiles away (typical small lab room with turret) and the shockwave damaged me for 1/10 of my health through light power armor.
question: I like to sort my loot and I've noticed that while crafting you get to use objects a certain number of tiles away. what are the dimensions of usefulness? I know 3x3 tiles works but how big can my stockpile be?
question: I like to sort my loot and I've noticed that while crafting you get to use objects a certain number of tiles away. what are the dimensions of usefulness? I know 3x3 tiles works but how big can my stockpile be?
Drop something on the ground and walk away from it until you can't craft anything with it anymore. That's your range.
question: I like to sort my loot and I've noticed that while crafting you get to use objects a certain number of tiles away. what are the dimensions of usefulness? I know 3x3 tiles works but how big can my stockpile be?
Drop something on the ground and walk away from it until you can't craft anything with it anymore. That's your range.
The amount of time you spent not answering my question you could of used to answer it if you knew. Thank you.
edit: I'm thinking 7x7 if your in the middle but right now I don't have the light source to confirm.
No. It used to open doors to stashes in military bases.I knew that, I was talking about them having a separate use.
Also, it would be cool if the turrets in those places where friendly to the zombies there. Afterall, most, if not all, of them have access rights to be there. Perhaps give them a chance to go hostile to them, since they are kinda deformed.Definitely planned, just waiting on a slightly more complex system for inter-monster relations to be finished.
hm...zombie technicians can now pull metal weapons from your hands? :o
hm...zombie technicians can now pull metal weapons from your hands? :oThat's been their primary characteristic since they were added. Guess you just got lucky before :)
You might run into the issue of pulling the gun off of a tank drone...which both would be awesome and horrible at the same time. But I could see the player being able to pull guns away from pesky npcs trying to rob you.That would be hilarious.
Since you are the magnetic source and are much lighter than the tank, wouldnt YOU be moving toward the tank if we follow the laws of physics? I mean the kinetic energy is the same and the smaller mass always move toward the large one when there is a force attracting both of them since the energy required to move you is much lower than the energy required to move the tank, and we all know the universe is lazy or always prefer the fastest route.You might run into the issue of pulling the gun off of a tank drone...which both would be awesome and horrible at the same time. But I could see the player being able to pull guns away from pesky npcs trying to rob you.That would be hilarious.
'AHA, TANK DRONE, YOU DIDN'T EXPECT I HAD AN ELECTROM- OOOOH FUCK!'
*is knocked out by a massive gun flying at high velocity*
"Instead of pulling the Tank Drone's cannon away, you fly towards it!
Your head is stuck in the Tank Drone's cannon!
From the east you hear a 'KA-BOOM!'
Yourears ring!neck stump hurts.
Do you want to see the last moments of your life?"
It woudl be really cool if NPCs could establish visitable bases with functions, and possibly drive vehicles. more dialogue as well would imo make the game more organic and replayable.
For those who want NPC progress
http://smf.cataclysmdda.com/index.php?topic=10417.0 (http://smf.cataclysmdda.com/index.php?topic=10417.0)
Get hype!
(https://dl.dropboxusercontent.com/u/47234794/Screenshot%202015-06-28%2022.23.25.png)Some officer got really pissed at DURN KIDS.
???
I didn't even hack anything, there was a military outpost in someone's backyard.
Under options-> Interface. There should be a "Snap to Target" option.This was actually the default setting at one point.
Are you in range?
Under options-> Interface. There should be a "Snap to Target" option.This was actually the default setting at one point.
It was there at least as early as .9, if not .6
I am in range and the snap to option doesn't change the camera.Experimental build by chance?
You make a base by building a billboard.So the player faction thingy is online? If so why cant i see the commit for it o.O?
You make a base by building a billboard.
I am in range and the snap to option doesn't change the camera.Experimental build by chance?
Billboards have been arround for, what, six months or so?What i meant is can we finaly have NPC living in your base and given jobs. i know the item billboards has been in for a while, but i didnt knwo they had a specific purpose. Now ill have to try that.
The ranch is actually a special building too. The refugee camp moves in and you can upgrade it and live in the main house while all the other NPC's live outside in the giant sectioned-off field.
That's always been the case bro. Gotta process the trunks into logs.
Iirc chitin mainly drops from spiders. Try clearing out a spider nest in a basement somewhere.
Can anyone tell me why "snap to target" in the options menu isn't working when it's set to true?
It's less "extract" and more "keep intact in usable form", so yes? It might be too high a requirement, but I'm not in a position to say either way.
Apparently not. I just got 6 survival and butchered yet another entire basement of spiders and got zero chitin. So far I've gotten one chitin from a spider in a forest, but that's it. I think it's safe to say that the drop rate needs to be higher, especially since you need chitin for a refugee center quest.I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
Apparently not. I just got 6 survival and butchered yet another entire basement of spiders and got zero chitin. So far I've gotten one chitin from a spider in a forest, but that's it. I think it's safe to say that the drop rate needs to be higher, especially since you need chitin for a refugee center quest.What kind of knife are you using? That also has a large impact on your ability to extract items via butchering.
It's less "extract" and more "keep intact in usable form", so yes? It might be too high a requirement, but I'm not in a position to say either way.
Apparently not. I just got 6 survival and butchered yet another entire basement of spiders and got zero chitin. So far I've gotten one chitin from a spider in a forest, but that's it. I think it's safe to say that the drop rate needs to be higher, especially since you need chitin for a refugee center quest.
Iirc chitin mainly drops from spiders. Try clearing out a spider nest in a basement somewhere.
^This. Plus, for some reason, they have absurdly good drops. I've gotten not one, but TWO power armour helmets from one spider nest.
I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
What's your dex, BTW? Some testing on my part had ants sometimes dropping chitin when butchering them with survival 4 and 12 Dex, while survival higher than that with the same dex yielded chitin nearly all of the time. Dropped down to 6 dex, I needed butchering of 6 to even get a chance at getting chitin, while 8 was the starting point when chitin yields were near guaranteed. All of this was done with a butchering knife (same item you're using to butcher).It's less "extract" and more "keep intact in usable form", so yes? It might be too high a requirement, but I'm not in a position to say either way.
Apparently not. I just got 6 survival and butchered yet another entire basement of spiders and got zero chitin. So far I've gotten one chitin from a spider in a forest, but that's it. I think it's safe to say that the drop rate needs to be higher, especially since you need chitin for a refugee center quest.
And how about clothing? Wearing anything encumbering? I can't say if that would have any affect on this, but you never know.
I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
Setting the basement on fire.... I literally just light some web on fire and everything dies. But if you are really have trouble with it, lighting web on fire (I think lighting web on the walls can spread to the other side) and then using a fire extinguisher to keep the doors fire-free might help.
I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
Setting the basement on fire.... I literally just light some web on fire and everything dies. But if you are really have trouble with it, lighting web on fire (I think lighting web on the walls can spread to the other side) and then using a fire extinguisher to keep the doors fire-free might help.
You can clear webbing off the walls and doors. Just stick your head inside and clear webs out from around the door.
I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
Setting the basement on fire.... I literally just light some web on fire and everything dies. But if you are really have trouble with it, lighting web on fire (I think lighting web on the walls can spread to the other side) and then using a fire extinguisher to keep the doors fire-free might help.
You can clear webbing off the walls and doors. Just stick your head inside and clear webs out from around the door.
Yeah but you risk getting poisoned and injured.
I've been setting spider basements on fire ever since the first time I tried actually hunting the widows, which ended in complete fucking catastrophe. What loadout/tactics do you use to extinguish the subterranean arachnid menace?
Setting the basement on fire.... I literally just light some web on fire and everything dies. But if you are really have trouble with it, lighting web on fire (I think lighting web on the walls can spread to the other side) and then using a fire extinguisher to keep the doors fire-free might help.
You can clear webbing off the walls and doors. Just stick your head inside and clear webs out from around the door.
Yeah but you risk getting poisoned and injured.
Open door,cast magic missilethrow rock into the darkness, clear webs,cast magic missileset fire, close door and back out.
Man, basement spiders scare the hell out of me, as someone with arachnophobia. Even though they're just these little "S" symbols on the screen, something about it, man. Which is probably a good sign about the game, really.
The first character I played that made it into a lab freaked me the hell out when I heard people yelling in the other rooms. I kinda nope'd out of there for a while. The truth turned out to be much worse.
And the chance of a random cowering scientist in a sealed panic-room.
And the chance of a random cowering scientist in a sealed panic-room.Ah, makes me think of Half Life 1.
And the chance of a random cowering scientist in a sealed panic-room.
Modding question: how do I add modded-in buildings to the map generation? It's not automatic, is it?IIRC once you've made the building itself you need to give it a matching overmap tile defintion in data/json/overmap_terrain.json, and then add it to either data/json/regional_map_settings.json or data/json/overmap_specials.json, depending on what exact type of building it is and how you want it to spawn.
Anyone know what the ranch quests mean by "motor"? I brought them engines and electrical motors, but on of the electrical motors are large. Do they want just small or just large motors?
Is it also changed when you are sad?Nope. At least, not back when I checked, I browse Cata github in bursts.
Apparently, if you have good[1-100] morale and have crossed the Feline mutation threshold, your emote is :3 instead of : ) . This made my day
Is it worth it to make pemmican? So far it just seems to turn a bunch of non-perishables into a less enjoyable non-perishable. What is it good for?
Bleach can be found in large quantities in labs iirc. You can also learn it as a level 6 chemistry recipe from any of the mid-level chemistry books.
For the time spent making pemmican you might as well make smoked meat.
Pemmican is amazing stuff... nutritionally. It is not a tasty substance.More enjoyable than plain tallow, IMO.
Pemmican is amazing stuff... nutritionally. It is not a tasty substance.
Are you playing with static NPC's on?Ah damn. And I had an OP character going too.
Well you can always import your character to a new world, i did that a few time. With a little bit of save game editing i can transfer my inventory, bionics and learned recipes, thats about the only thing i really care about.Too late, now I have an even MORE OP CHARACTER! :P
http://www.wiki.cataclysmdda.com/index.php?title=Savegame_Editing
Everything is very well explained there. Have fun!
Atomic nightlights, or oil lamps? Theoretically a cranial flashlight with the joint torsion ratchet would be free.
Atomic nightlights, or oil lamps? Theoretically a cranial flashlight with the joint torsion ratchet would be free.
Cranial flashlight for sure. It consumes very little power, even when left on for long periods of time. Although a semi-sustainable method of generating bionic power[EG: Not Battery or Ethanol] would sort of be required for true convenience.
Atomic nightlights, or oil lamps? Theoretically a cranial flashlight with the joint torsion ratchet would be free.
Cranial flashlight for sure. It consumes very little power, even when left on for long periods of time. Although a semi-sustainable method of generating bionic power[EG: Not Battery or Ethanol] would sort of be required for true convenience.
That sounds like what I want, if not a little hard to find and obtain.
Hey people,
- I've played a lot of Cataclysm back a few version ago.
- I've played lot of Projetct Zomboid before it was lost and back again.
How they compair today, beside one is turn based and other real time ? Or they can't be in competition together for whatever reason ?
Thanks
Modding question: how do I add modded-in buildings to the map generation? It's not automatic, is it?IIRC once you've made the building itself you need to give it a matching overmap tile defintion in data/json/overmap_terrain.json, and then add it to either data/json/regional_map_settings.json or data/json/overmap_specials.json, depending on what exact type of building it is and how you want it to spawn.
For some reason peeking doesn't work for me. Even when I peek with the lights off the turret gets a burst fire off.Atomic nightlights, or oil lamps? Theoretically a cranial flashlight with the joint torsion ratchet would be free.
Cranial flashlight for sure. It consumes very little power, even when left on for long periods of time. Although a semi-sustainable method of generating bionic power[EG: Not Battery or Ethanol] would sort of be required for true convenience.
That sounds like what I want, if not a little hard to find and obtain.
Utility bionics are relatively easy to get from labs, both from butchering zombie scientists and as loot. Although you need decent[I did fine with three] computers skill so as to hack the bionics storage thing without getting shot to death by secubots. Aside from that, if you have something non-conductive to deal with the odd bio-operator, you should be perfectly safe if you remember to peek around all the doorways with your light off to avoid getting killed by turrets.
Hey people,Well, zombie has better graphics and is realtime, and catalog has everything else... I hate all survival games now because cataclysm DDA is so good.
- I've played a lot of Cataclysm back a few version ago.
- I've played lot of Projetct Zomboid before it was lost and back again.
How they compair today, beside one is turn based and other real time ? Or they can't be in competition together for whatever reason ?
Thanks
No way to do it in the mod itself? That makes it a little harder to distribute the mod unless - derp - I can add the appropriate entries in the mod folder. I'm mostly done with it, just have to finish with recipies, the building I wanted to add, and *shudder* balance.You might be able to do it by just overriding the vanilla things with slightly changed duplicates (though that would break pretty quickly). I'm not quite sure if we actually support any good way to edit those particular files through the mod system right now. :-\
For some reason peeking doesn't work for me. Even when I peek with the lights off the turret gets a burst fire off.Atomic nightlights, or oil lamps? Theoretically a cranial flashlight with the joint torsion ratchet would be free.
Cranial flashlight for sure. It consumes very little power, even when left on for long periods of time. Although a semi-sustainable method of generating bionic power[EG: Not Battery or Ethanol] would sort of be required for true convenience.
That sounds like what I want, if not a little hard to find and obtain.
Utility bionics are relatively easy to get from labs, both from butchering zombie scientists and as loot. Although you need decent[I did fine with three] computers skill so as to hack the bionics storage thing without getting shot to death by secubots. Aside from that, if you have something non-conductive to deal with the odd bio-operator, you should be perfectly safe if you remember to peek around all the doorways with your light off to avoid getting killed by turrets.
By peeking, are you guys talking about using the overly convoluted thing that changes your view to be around the corner while keeping you in the same spot?
Open them diagnolly with the numpad and then peek.By peeking, are you guys talking about using the overly convoluted thing that changes your view to be around the corner while keeping you in the same spot?
Yes, "X". That's what I'M talking about, at least. Sorry, should have made that clear. Sometimes even that's not safe, since just opening the door puts you in the turret's sights.
I think you can actually peek through the door with X even when closed. Don't quote me on that though might be thinking windows.Yes that would be windows.
Open them diagnolly with the numpad and then peek.By peeking, are you guys talking about using the overly convoluted thing that changes your view to be around the corner while keeping you in the same spot?
Yes, "X". That's what I'M talking about, at least. Sorry, should have made that clear. Sometimes even that's not safe, since just opening the door puts you in the turret's sights.
A better way to use swamps as an energy source would be digging for peat and compressing it into briquettes to burn in an oven. Done in real life for a long time, doable with simple tools, why not? (Because someone would have to code it.)Mainly because being able to pull an infinite amount of fuel out of a single tile of swamp would kinda put it's value over the top a bit, and there isn't really a good way right now to separate "has taken peat from here" vs. "has not taken peat from here". You can bet this is one of the first things I'll be adding once we have a way to track a bit of data on individual tiles (which we already have some good ideas for, mainly just holding off to make the Z-level development stuff go a bit easier).
On the topic of chemicals, as a Russian person I was fairly surprised that hydrogen peroxide bottles you can occasionally find do not function as disinfectant. I'm not even sure they can be made into disinfectant, without looking through the recipe files. It seems to have been largely phased out in the US as a disinfectant because it makes scarring more likely and prolongs recovery time, but it's still a disinfectant - shouldn't it be usable as such?Yea, the non-disinfectant bugged me too.
I think its just a case of lowering a stat...
If you are talking about animal empathy, he asked if there are different ways.I was talking about lowering the aggression of moose. Theres one stat which affects aggression, or atleast that is what I am lead to understand from those who have messed with the code.
If you are talking about animal empathy, he asked if there are different ways.I was talking about lowering the aggression of moose. Theres one stat which affects aggression, or atleast that is what I am lead to understand from those who have messed with the code.
I always ... nightvisionOut of curiosity, how long have you been playing the game?
Also, does anyone else try to min max their guy? I've found going really bad day tweaker to be nearly impossible, so I stick to shower victim and can still reach 12 in each Stat and full positive traits. What do you guys do to min max? I always take fleetfooted, nightvision, and robust genetics.
Glass jaw is there because if I'm taking enough damage where it can kill me it would have jumped my pain high enough that I would be basically comatose already. Glass jaw just gets it over with faster.
I always ... nightvisionOut of curiosity, how long have you been playing the game?
Also, does anyone else try to min max their guy? I've found going really bad day tweaker to be nearly impossible, so I stick to shower victim and can still reach 12 in each Stat and full positive traits. What do you guys do to min max? I always take fleetfooted, nightvision, and robust genetics.
Hmm interesting, what's your strength?
ED: Huh, interesting, in something with lots of points like Lab Challenge you could have 13 Str with that Int 20 Dex 6 Per 7 and still have enough points for night vision and robust genetics on top of the Martial Art. Only 7 Str as Evacuee Failed Cyborg, you really still take all 20 Int there? Or you do without night vision/genetics for 10. Hmmm, I'ma give those a whirl when I get a chance...
I always kind of wondered how people do that where they plan to use certain builds. I usually put 9 in all stats just because I don't know what will be viable first. Will I find a baseball bat in an early house? Welp looks like this char is gunna melee. Find a basement gun stash early? Welp looks like this will be a rifle char. Crossbow? Welp.
Went down a set of stairs, game warned me it was hot and asked if I really wanted to do that. Decided to check it out anyway, thinking I could just go back up if it was anything too bad.
It was magma. It was full of magma. And there was no stairs. Welp. I hope I can find the shopping cart full of loot I left behind when I went down when I make a new character.
Well I'd be fine with it if they don't stand in one spot forever and never leave. Thankfully he has not decided to grab everything I own yet. I dread the day There are 10, or 20 of them. Time to move.
That is, when you get tired of eating the thousands of squirrels you have in storage. ;)
Went down a set of stairs, game warned me it was hot and asked if I really wanted to do that. Decided to check it out anyway, thinking I could just go back up if it was anything too bad.
It was magma. It was full of magma. And there was no stairs. Welp. I hope I can find the shopping cart full of loot I left behind when I went down when I make a new character.
So, the game giving you a warning about stairs is like a GM asking those three immortal words, "Are you sure?" :PWent down a set of stairs, game warned me it was hot and asked if I really wanted to do that. Decided to check it out anyway, thinking I could just go back up if it was anything too bad.
It was magma. It was full of magma. And there was no stairs. Welp. I hope I can find the shopping cart full of loot I left behind when I went down when I make a new character.
If the game ever gives you a warning when going down stairs, do not go. Ever. Ever ever.
Important life advice: Never, EVER, discount warnings about stairs.So, the game giving you a warning about stairs is like a GM asking those three immortal words, "Are you sure?" :PWent down a set of stairs, game warned me it was hot and asked if I really wanted to do that. Decided to check it out anyway, thinking I could just go back up if it was anything too bad.
It was magma. It was full of magma. And there was no stairs. Welp. I hope I can find the shopping cart full of loot I left behind when I went down when I make a new character.
If the game ever gives you a warning when going down stairs, do not go. Ever. Ever ever.
Fun fact: LMOE is pronounced "Lame-O" according to Max Brook's World War Z.Aw, I liked it better when it was the Elmo shelter. :(
Important life advice: Never, EVER, discount warnings about stairs.
Well I'd be fine with it if they don't stand in one spot forever and never leave. Thankfully he has not decided to grab everything I own yet. I dread the day There are 10, or 20 of them. Time to move.
Think of them as a long-term food pantry; you'll be thankful for all that long pork when times get tight!
Oh, Aavak. Have you checked out the NPC stuff?
I've always read as a feaux-anagram for LEMOn shelter.Fun fact: LMOE is pronounced "Lame-O" according to Max Brook's World War Z.Aw, I liked it better when it was the Elmo shelter. :(
They did not survive.
An NPC started coming up to me as I was sitting in my ambulance minding my own business. They came in through the passenger door and robbed me, while they were robbing me, I floored it. When they were done they jumped out of my high-speed ambulance. They did not survive. All is well.
I believe you can unload the barrel and it will then ask where you want to place the water.
If you're standing on the tile or near the tile, I THINK you can drink from it without picking it up.
Also, you should be able to pick it up, even if it's really heavy, at least for the two turns to fill a canteen with it.
That said, a more permanent solution is to build a vehicle with a frame, a [water] tank, and a tap. Can use a shopping cart too if you want to be able to drag it around. Then fill up the water tank with the 55 gallon drum. You'll be able to drink directly from the tap or fill waterskins and such from it.
I believe you can unload the barrel and it will then ask where you want to place the water.
I can't pick up the barrel, too heavy. And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...
I believe you can unload the barrel and it will then ask where you want to place the water.
I can't pick up the barrel, too heavy. And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...
You can pick it up if your hands are empty. You might be in pain from the weight, but you should still be able to pick it up.
And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...Out of curiosity, for what purpose do you need uncertain water that couldn't be done with clean water?
That's actually been the case for a very very long time. The weight threshold is very high but as far as I know there was always a point where you just were incapable of even lifting something that was far too heavy. Before the advanced inventory management at least, I recall encountering parts that were just too heavy to move and I had to drive my car there with tools and install on site.
And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...Out of curiosity, for what purpose do you need uncertain water that couldn't be done with clean water?
I wish. The thing has a volume of like, 865. The only way to transport is to have it empty and wield it. Or do a million inventory manager movements.That's actually been the case for a very very long time. The weight threshold is very high but as far as I know there was always a point where you just were incapable of even lifting something that was far too heavy. Before the advanced inventory management at least, I recall encountering parts that were just too heavy to move and I had to drive my car there with tools and install on site.
Or grab a shopping cart and stick it in there.
Wait, wasn't it possible to Unload things in the same tile that you're standing in? I seem to recall it from somewhere, implemented because of needing to unload turrets or something.And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...Out of curiosity, for what purpose do you need uncertain water that couldn't be done with clean water?
Well if I cannot fill a canteen from the drum, the next best thing is to boil water int a canteen with crafting. But you need dirty water to craft clean water.I wish. The thing has a volume of like, 865. The only way to transport is to have it empty and wield it. Or do a million inventory manager movements.That's actually been the case for a very very long time. The weight threshold is very high but as far as I know there was always a point where you just were incapable of even lifting something that was far too heavy. Before the advanced inventory management at least, I recall encountering parts that were just too heavy to move and I had to drive my car there with tools and install on site.
Or grab a shopping cart and stick it in there.
Wait, wasn't it possible to Unload things in the same tile that you're standing in? I seem to recall it from somewhere, implemented because of needing to unload turrets or something.And I also found out that rain water is NOT clean, but for some reason it magically turns clean in a 55 gallon drum. Sort of messes with the entire reason I got the drum...Out of curiosity, for what purpose do you need uncertain water that couldn't be done with clean water?
Well if I cannot fill a canteen from the drum, the next best thing is to boil water int a canteen with crafting. But you need dirty water to craft clean water.I wish. The thing has a volume of like, 865. The only way to transport is to have it empty and wield it. Or do a million inventory manager movements.That's actually been the case for a very very long time. The weight threshold is very high but as far as I know there was always a point where you just were incapable of even lifting something that was far too heavy. Before the advanced inventory management at least, I recall encountering parts that were just too heavy to move and I had to drive my car there with tools and install on site.
Or grab a shopping cart and stick it in there.
edit: just checked, and it works. You need your hands empty, stand in the same tile as something you need unloaded, and press "U". You'll be able to choose from items on the ground.
And I also found out that rain water is NOT clean, for some reason it magically turns clean in a 55 gallon drum
I just tried again, it says "The 55 gallon drum of water (795) is too heavy!". My hands were empty.
And I also found out that rain water is NOT clean, for some reason it magically turns clean in a 55 gallon drum
I can't see any way that this could possibly be happening. The code for filling containers doesn't change the type of liquid, it just moves it around.I just tried again, it says "The 55 gallon drum of water (795) is too heavy!". My hands were empty.
Note that if it were clean water, then that would be a 55 gallon drum of clean water (795) instead.
Enjoy your new parasites!
Also, it should be noted that current studies are skewed, since a very small percentage of suicide attempts occurs during zombi apocalypse.No better time to start than the present. So we need a zombie apocalypse, a placebo zombie apocalypse, and a ton of people to dump in them.
How do you intend to reanimate sugar pills?Also, it should be noted that current studies are skewed, since a very small percentage of suicide attempts occurs during zombi apocalypse.No better time to start than the present. So we need a zombie apocalypse, a placebo zombie apocalypse, and a ton of people to dump in them.
In a zombie apocalypse the belief that destroying the brain prevent resurrection as a Z-kin might be a valid reason for everyone to shoot themselves in a heteronormative patriarchal attempt at keeping down the Z-kin and their valid attempts at recognition.You're triggering me with your hate speech, shit lord. All this human privilege here...
ooh, a medieval peasant challenge. i've been waiting for this
Is the peasant illiterate? He should be.
Edit: There should be a medieval knight -start too, where you begin with melee skills, wearing plate armor and wielding a greatsword or the like.
Edit2: And ninja and samurai and caveman and horny clown -starts too of course!
Medieval knight needs Windmill robots.Even if as a schizophrenia hallucination if nothing else.
Is the player outpost additions by Acidia in yet?No, he disappeared again, I can only assume he got a bad case of the "working" again. :/
Serum is 3 or 4 doses of X concentrated in one injection. Mutagen and purifier, both.
Serum is 3 or 4 doses of X concentrated in one injection. Mutagen and purifier, both.
So purifier will remove 4 mutations, and purifier serum will remove at least 12? Is that what you are telling me?
Click the quote links for the full conversation.Rebuttal: Braaaaaaaaaaaaaaaaaaains.Descan wins! Flawless victory!
It is not about zeds aiming for head; it is about it being quite difficult to hit the head. In close combat, unless the target is surprised or something, most damage will go to arms - defensive wounds and all that, people instinctively try to defend themselves. Yeah, we got blocks and parries, but those are defense that actually succeeds somewhat - it is possible to stop a strike so it fucks up your arm, so effectively is not really a block, but prevents the attack from hitting your head.Er, you sort of described the exact thing you were saying does not exist. In close combat against a skilled fighter, any attacks will tend to hit arms - not because the attacks are aimed at arms, but because the fighter interposes his arms to protect his vitals - torso and head. Conversely, most attacks will aim to hit said vitals, so it makes sense that if you aren't blocking, the attacks will all hit there.
And this is why ballistic masks are king. Winter survivor starts were hilarious for me because the full survivor armor let you wade through most of the weaker enemies without taking any damage at all if you found a strong mask. You're practically unkillable until the mask shatters and falls off your face or you meet a zombie brute.It is not about zeds aiming for head; it is about it being quite difficult to hit the head. In close combat, unless the target is surprised or something, most damage will go to arms - defensive wounds and all that, people instinctively try to defend themselves. Yeah, we got blocks and parries, but those are defense that actually succeeds somewhat - it is possible to stop a strike so it fucks up your arm, so effectively is not really a block, but prevents the attack from hitting your head.Er, you sort of described the exact thing you were saying does not exist. In close combat against a skilled fighter, any attacks will tend to hit arms - not because the attacks are aimed at arms, but because the fighter interposes his arms to protect his vitals - torso and head. Conversely, most attacks will aim to hit said vitals, so it makes sense that if you aren't blocking, the attacks will all hit there.
To take no damage from an attack, you evade the attack, dodge. If you block, you just redistribute damage - unless you have something hard to block with, like a shield or armguards.
Er, you sort of described the exact thing you were saying does not exist. In close combat against a skilled fighter, any attacks will tend to hit arms - not because the attacks are aimed at arms, but because the fighter interposes his arms to protect his vitals - torso and head. Conversely, most attacks will aim to hit said vitals, so it makes sense that if you aren't blocking, the attacks will all hit there.
To take no damage from an attack, you evade the attack, dodge. If you block, you just redistribute damage - unless you have something hard to block with, like a shield or armguards.
I'd like to re-ask my question but the difference between purifier and purifier serum, and also mention that I think lit charcoal kilns can be used as an infinite light source. They seem to stay lit for forever until you put them out.There is a wiki.
The wiki is sadly incomplete, I think. Unless someone went updating it recently.I'd like to re-ask my question but the difference between purifier and purifier serum, and also mention that I think lit charcoal kilns can be used as an infinite light source. They seem to stay lit for forever until you put them out.There is a wiki.
Serum is basically just "Mutagen Plus!", with added requirements of a syringe and horrible agonizing pain!IIRC it's also required if you ever actually want to breach a threshold instead of just getting strange dreams at night.
Doesn't everyone leave chocolate landmines in their toilet?'Chocolate landmines' (thankfully) don't explode, this one does.
Doesn't everyone leave chocolate landmines in their toilet?'Chocolate landmines' (thankfully) don't explode, this one does.
You know what's absolutely wonderful for that situation? Chain Lightning. It's just funny when everything keels over and dies.Spoiler (click to show/hide)
This fucker's been busy.
on Cataclysm DDA site can there be a post just by developers that talks about new features. Not small changes but bigger pictures things. I know about the long thread in the announcements, but its really hard to follow due to all the conversation. Its hard to tell what all the new stuff is.Honestly at the rate that changes happen this would take a lot of time, especially once you consider that what a player and a developer consider to be the "bigger picture" doesn't alway align (usually due to the fact that most developers don't actually play that much, instead spending their time, you know, developing).
You dont have to be next to a fuel tank to refuel a car.How? Unless you're refueling via container (which I don't like since it takes forever without a big container.) I'm pretty sure you have to be within one tile of the tank.
Did you activate the mutation in the mutation list? [ key. I was cursing this too when my Night Vision upgraded, apparently new mutations start un-activated and I ran around for a while before I thought to check :p
Tailor kitting everything with wool or fur may also help... Ah... Winter clothing, like the winter survivor suit?The installation was always screwy and I'm still playing 0.A, and the Winter Survivor Suit somehow does next to nothing in -20o temperatures.
I'm still playing 0.Asomething something neanderthal something
Hey! Neanderthals were superior to sapiens! Sapiens just cheated by procreating like bunnies and camping! Fucking casuals...Agriculture OP, pls nerf.
Brazier leaves smoke though, which is not good. Especially inside because it just doesn't go away.
Brazier leaves smoke though, which is not good. Especially inside because it just doesn't go away.Which doesn't matter if you only do it in unimportant, enclosed rooms while wearing a gas mask, which I have.
There's a discussion about possible ways to fix it going on in the forums right now, but no, it's not currently "fixed". It's one of those tricky problems that seems like it would have a good and easy solution to implement, but that in truth is much more complex than it appears, doubly so because things like LoS are performance intensive enough to require heuristic tweaks to be considered in their programming as well.
Is there even a good reason to tackle with lab turrets to begin with?
If we had poop physics you could add an under-barrel grenade launcher to your poop.Are you 12 or..?
Just saying...
Well this is annoying. Found cattle serum, brought my saprovore all the way to herbavoire, so I took spider mutagen, which brought me back to carnivoire. I thought mutagen was only suppose to alter one trait. It's starting to seem that purifier is the only way.
.C is 31.5MB by the looks of it.Alright then, thanks.
Hes probably talking about the NPCs, which are semi-functional still. Getting worked on, and not done yet.Personally they're good enough that I'd recommend turning on static's and leaving randoms off though. Some of those static NPC quests can be quite fun to do after all.
I have static and random on, in the world I lowered random NPC spawn down to something like 0.1 or 0.2 Still get the very occasional NPC but haven't seen a new one in a ingame season. that seems like a nice balance between noone outside quest stuff and being buried under them.
I haven't tried out the experimentals yet.Honestly you should ONLY be playing the experimentals imo. They're much better than the stable releases in general.
I haven't tried out the experimentals yet.Honestly you should ONLY be playing the experimentals imo. They're much better than the stable releases in general.
Honestly y'all should probably just rename it to "Latest" or something? Because a lot of people see "experimental" and think "buggy"
Honestly y'all should probably just rename it to "Latest" or something? Because a lot of people see "experimental" and think "buggy"As BigD145 noted, there's plenty of times that the experimental is buggy. Move fast and break things and all that (though we try to break as little as we need to :P).
Speaking of stable releases when will the next one arrive?Next time we all get together and say "it's time to do a new stable release". You'll get a couple of weeks warning as we shut down new features, then shut down string changes so that all the translators can catch up.
Total pipe-dream but it'd be nice if the NPC AI did things like formed road conveys that attempted to trade with you for gas if they drove past or gangs that assaulted your base (if you have a base).Definitely on the "someday" list, though it's probably quite a ways off.
It'd be cool if you could find a spray-can and tag messages to walls as well (actually, can we already do that? That seems like a thing we might be able to do?)Definite +1 from me if it's not in already. Should be fairly simple to do, though hypothetically you could end up with some small weirdness where things stenciled on the outside of the walls can also be read from the inside (since there's no "sides" to walls).
More random threats would be nice because once you have an established base surviving is easy. Maybe there could be outside threats? Like a fire could start and spread? Or perhaps a nuclear reactor goes into meltdown and you need to venture out of your base to stop it. Something that either endangers a players base or forces them outside of it.The biggest competitor we've got for this right now is Hordes 2.0 (which we're currently getting backend pieces for into place, though it's still a ways off). Honestly though we're going to be looking at spreading factions more than disasters for a late game challenge though (since honestly there's not much the player is going to do in the event of a forest fire or nuclear meltdown). On the other hand you might be able to fight an encroaching triffid army, or work to burn out a nearby Mycus infestation, and so on. You might even end up pairing with one of the threats to help take out another in certain cases!
Something that would work very well with the NPC AI would be to have them form gangs/groups/communities and take 'territories' on the map. Each city might be divided up into several territories for example. The groups would patrol their territories, keep intruders out and also occasionally mount attacks on neighboring territories. When trading with groups you could even abstract their inventories based on what territories they controlled. Do they have a couple of gun shops? Well then they'll be well stocked on weapons... No bar for miles? Perhaps they'll spend big to buy some booze off you.This is definitely planned, but it'll go beyond just NPC's. Triffids, Mycus, the zombies, military robot groups, Horrors, humans, the Mi-go... all of them should eventually be able to carve out and claim their own (sometimes big, sometimes little) areas, which will then develop in different ways as time goes on. You can then get all sorts of interesting conflicts where the territories meet, and it'll lead to a more "patchwork" feel to the whole world as well as definite changes should the player end up throwing in with one particular group or another to help them expand their territory.
EDIT: Have they finally fixed the experimental tiles/graphical version so it can be worked again in CodeBlocks?Honestly it's probably not going to happen unless someone who desires it cracks down and figures out exactly how to do it. Almost all of the developers use the ASCII versions, and I don't think there are any right now that use graphics and are developing on Code::Blocks as opposed to on something else. No developer demand for it = it doesn't happen in most cases, so you'll probably need to either figure it out yourself or convince someone else that they want to do it. As for now the ASCII version does compile just fine on Code::Blocks, so if you want to develop something that isn't directly related to tiles that should allow you to do so.
Okay, can someone please deal nerf zombie grenadier's death explosion thing? Every time I raid a military base there is nothing to take because the turrets have killed multiple grenadier's and the explosions destroy all the loot.
Maybe have all robots check an individual's inventory for IDs before opening fire. Presumably, all the zombies would still be wearing their ID badges, and I'd imagine any half-decent future robot would have a multitude of methods of IFF, probably including RFID and visual recognition of ID badges at least.What do you think killed the people working there?
Give us new way to interact with mainframes by letting us hack into the system and add ourselves to the databases then. :)Someday. :P
You lie down to go to sleep...
You fall asleep.
You use your saxophone to keep warm.
Spoiler (click to show/hide)
Any chance for some sort of fast travel through roads you've already cleared? Any potential hazard would naturally snap you out of it.Yea, it's not super simple, but it's possible.
Vehicle do allow you to travel fast if not fast travel though. You should give them a try.If having a car faster than speed of light isin't fast travel, nothing is.
So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Unload doesn't work?
Nothing I've tried has worked. Unload, reload, melting the thing in a pool of acid with debug, burning it, running it over with a road roller.So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Unload doesn't work?
So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Shift+U for an object you're holding, or the (U)nload option in inventory removes as many charges as possible from an object. Charges can be ammunition, batteries, liquids, or anything, really, that can be contained inside another object.
The problem is that there's nothing contained. The ammo is gone, and the revolver has a special function that ejects the spent casing only when a new round is loaded.So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Shift+U for an object you're holding, or the (U)nload option in inventory removes as many charges as possible from an object. Charges can be ammunition, batteries, liquids, or anything, really, that can be contained inside another object.
The problem is that there's nothing contained. The ammo is gone, and the revolver has a special function that ejects the spent casing only when a new round is loaded.So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Shift+U for an object you're holding, or the (U)nload option in inventory removes as many charges as possible from an object. Charges can be ammunition, batteries, liquids, or anything, really, that can be contained inside another object.
I just tried, there indeed doesn't seem to be a way to extract spent casings from a revolver, whether by Unloading, Activating, or whatever other means except Reloading when there is more ammo to be loaded. With no more ammo, the spent casings are stuck in the gun.
If I weren't on such a limited data plan right now, I just might have. It sounds like a relatively simple fix, in principle, the revolvers just need a special clause to the Unload action, so that any spent casings are ejected regardless of whether there is any ammo.The problem is that there's nothing contained. The ammo is gone, and the revolver has a special function that ejects the spent casing only when a new round is loaded.So is there any way to remove the spent casings from a revolver if you don't have any ammo of that type left? It's kind of hard to make more when you're short by exactly the number of casings that have been inexplicably fused to the chambers.Shift+U for an object you're holding, or the (U)nload option in inventory removes as many charges as possible from an object. Charges can be ammunition, batteries, liquids, or anything, really, that can be contained inside another object.
I just tried, there indeed doesn't seem to be a way to extract spent casings from a revolver, whether by Unloading, Activating, or whatever other means except Reloading when there is more ammo to be loaded. With no more ammo, the spent casings are stuck in the gun.
Code it and put it on the repo. I'd like to have that fixed. :)
Is bionic night vision intended to not allow crafting? Just tried washing a towel at night, but I use implanted night vision instead of a flashlight.There's a bit of placeholder code in place for some of that stuff. The eventual goal is to make it a bit more realistic but have most forms of night vision fail in absolute darkness to account for the total absence of light. A flag for crafting things that don't necessarily need sight might be a good idea, though it would probably come with a hefty time penalty in pitch blackness.
Also, are Shocker brutes supposed to be able to slam you when they're four tiles away? Are they charge tackling you or something?
Or if it shocked you first...Probably this. My guess is that it zapped you, then ran up and slammed you. Alternatively I know we had a few problems for a little while with specials being used beyond their intended range, so if you are using an older experimental that might have been the problem.
There was also a deaf guy who died at 21 i think? who was using the same principale as bat, using echo-location. WIth the right trainning you can train your brain to decode any kind of information.I'm assuming you mean blind. :P
However, since the imaging system tends to default to visual input, it may be necessary, and we have often found it so, to isolate some or all of the nonvisual skills and perceptual training from visual input. We call it "isolate, then integrate." FlashSonar is one but only one very good example of when a perceptual process really needs to be isolated from visual input in order to give it any chance of developing. Students simply do not develop FlashSonar or many other skills when you have the visual system grabbing at visual information, often erroneously, thereby usurping, short circuiting, disrupting, or whatever, the development of other areas of integrated perception. It may and often does become prudent to to offer experiences of visual occlusion during portions of the perceptual training. These spans of visual occlusion may provide opportunities for nonvisual perceptual capacities to take hold and grow, where they might otherwise not.So not only are you going to need to spend months to start developing the skill (years to become proficient), you're going to need to spend a significant portion of that time either blindfolded, with your eyes closed, or in pitch blackness. It's the type of skill that if it existed you'd either get through picking it up through a profession (that would probably make you blind/have bad vision as well) or that you would get through a mutation rewriting your brain, not something a survivor would learn over the course of a game.
That said this isn't exactly a "pick it up in a week" type of thing.Considering that such fields as martial arts, driving, chemistry, gunsmithing, cybernetics and many others are exactly that sort of thing in-game, your logic doesn't hold very well.
That said this isn't exactly a "pick it up in a week" type of thing.Considering that such fields as martial arts, driving, chemistry, gunsmithing, cybernetics and many others are exactly that sort of thing in-game, your logic doesn't hold very well.
I'll give you martial arts, and honestly I'd eventually like to take it to a stage where you basically need an NPC to teach you at a decent rate, with book-learning being limited to heavily penalized speeds and low caps on the amount of skill. (Though ideally if you know a handful of other martial arts it should lessen the penalty because you'd be better at catching your own mistakes and extrapolating from them).That said this isn't exactly a "pick it up in a week" type of thing.Considering that such fields as martial arts, driving, chemistry, gunsmithing, cybernetics and many others are exactly that sort of thing in-game, your logic doesn't hold very well.
Driving honestly you can pick up the basics in a couple of hours, and a vast majority in a couple of days (assuming automatic transmission, which current trends say that probably all of our cars in C:DDA are going to be unless specifically otherwise). After that becoming proficient is more a matter of encountering more emergency situations for you to deal with than any matter of practice. :P
For the idea of combat skills training quickly, I always just kinda looked at it for a scenario of life-or-death based on learning. Sure most people hitting a punching bag, or sparring with another human might take years to become an amazing unarmed combatant... when you are fighting for literally hours a day with zombies intent on eating your sweet human flesh... I'd imagine you'd learn how to fight very very quickly.
My character fumbles with the controls for weeks.
2500 nails he wants. 2500 nails...and the three hardware stores in the two closest towns had exactly zerohundred nails. Then my computer turned off, and I am not sure when I last saved.And that is exactly why autosave is your friend. :P
2500 nails he wants. 2500 nails...and the three hardware stores in the two closest towns had exactly zerohundred nails. Then my computer turned off, and I am not sure when I last saved.
It's your friend until it autosaves just as zombie predators and a hulk jump at you from the darkness... The best thing to do is save before sleeping. At worst you will lose a day of progress.2500 nails he wants. 2500 nails...and the three hardware stores in the two closest towns had exactly zerohundred nails. Then my computer turned off, and I am not sure when I last saved.And that is exactly why autosave is your friend. :P
It's your friend until it autosaves just as zombie predators and a hulk jump at you from the darkness... The best thing to do is save before sleeping. At worst you will lose a day of progress.2500 nails he wants. 2500 nails...and the three hardware stores in the two closest towns had exactly zerohundred nails. Then my computer turned off, and I am not sure when I last saved.And that is exactly why autosave is your friend. :P
2500 nails he wants. 2500 nails...and the three hardware stores in the two closest towns had exactly zerohundred nails.
It'll take more time, but you can rip the nails out of furniture before you set the building on fire - as far as I'm aware, burning furniture will not yield any nails.
Isn't overlapping characters really buggy though? Unless you want everyone to kill themselves four days in or somesuch
QuoteAlso, are Shocker brutes supposed to be able to slam you when they're four tiles away? Are they charge tackling you or something?Or if it shocked you first...Probably this. My guess is that it zapped you, then ran up and slammed you. Alternatively I know we had a few problems for a little while with specials being used beyond their intended range, so if you are using an older experimental that might have been the problem.
I once had a character in full plate armour, a Barbute helm, wielding a Zweihander, and using roller skates. She could easily take out any amount of zombies (this was before stamina), but she forgot to check for shocker brutes. 8)I imagine that full plate didn't help her there.
Shouldn't full plate conduct the electricity around rather than through you?
Faraday cage armor when?I think there is a Faraday shark suit in the game, atleast in the experimentals.
Yep. (http://cdda-trunk.estilofusion.com/shark_suit_faraday)Faraday cage armor when?I think there is a Faraday shark suit in the game, atleast in the experimentals.
I don't know if this has been answered elsewhere, but how does the 'monster half-life scaling factor' thing work? Does increasing the number mean that it takes more time for the monsters to level up, or does it mean that it happens faster?Badly, and right now it's got a bit of a problem where we've got two chunks of code being pushed in opposite directions. We're working on getting a fix up (it should still work fine if set to "1", or if you are playing the stable version).
(On a side note, why does EVERYTHING make my character deaf? Within a map tile or two of a burning building? Deaf. Zombies smash up a house nearby? Deaf? Near two handgun shots? Deaf. I swear my characters spend more time deaf then not. Mind you, my experimental version is probably nearly a week old at this point.)Houses collapsing is way too loud right now. On the other hand think of deafness more as a scale all of the way from "slight ringing in your ears" to "total deafness" instead of just flat out "deaf or not". As such it's totally possible to be partially "deaf" without being totally unable to hear.
As for handguns? Many of them are loud in real life. There is a reason why people often wear ear protection when they go out shooting. :PSomehow, I always end up next to the jackass shooting .44Mag on an indoor range.
Hey guys, can you give me some advice on how to deal with encumbrance? All of the good carrying clothing (backpacks, trechcoats, etc.) all have an encumbrance value of 2 or more which can severely cripple a character.
I'm absolutely clueless about how I'm supposed to carry a passable amount of stuff or stay warm without getting myself rendered useless in melee encounters.
Best advice I have is to drop your pack before you start a fight.Unless something changed rather recent, wouldn't that just mean that you drop everything in a stack on the ground and have to pick up every item separately afterwards?
If you're in a situation that you can't really drop it and pick it up afterwards, then you probably should be running, not fighting.
I meant that you also drop items that would put you over your non-pack volume, but yes, in stable the items aren't tracked to a container.Important note. If you drop a container (like say a backpack) then it will allow you to drop an amount of items equal to the volume at the same time for free. I don't think it applies to picking up, but it will let you drop your backpack and "everything in it" with just a single drop action instead of taking a minute or more.
Dropping the largest items first is preferable since the pickup system seems to base time passing on a per item basis, not weight/volume. Makes picking up faster/easier since that's less to pick up. (Perhaps it is, but the effect is insignificant.)
Just reinforces my stance that if you can't afford to pick them back up, you shouldn't be sticking around to fight.
E: As was mentioned earlier though, this precaution is mostly inapplicable once you get to the point that you're engaging with firearms only.
Hey guys, can you give me some advice on how to deal with encumbrance? All of the good carrying clothing (backpacks, trechcoats, etc.) all have an encumbrance value of 2 or more which can severely cripple a character.
I'm absolutely clueless about how I'm supposed to carry a passable amount of stuff or stay warm without getting myself rendered useless in melee encounters.
Well for one, you just have to tank a bit of encumbrance. If you can stay below 3/30 torso encumbrance you're doing pretty good. Though its best to stay a bit lower early in the game when your melee skills are shit (investing a couple creation points into skills can help a lot).
For two, shopping carts. Shopping carts are love, shopping carts are life. Cars are also a acceptable alternative but require more setup.
For three, the survivor gear (starts being available around 5 tailoring and/or fabrication) has great encumbrance to carrying volume ratios along with excellent armor and good warmth.
I wish there was a way to mark your shopping cart from others. Visually, I can recongize my shopping carts from other. But the game repsent all shopping carts the same.I can't understand that situation. You can visually recognize your cart, but you keep losing it? You're losing it among other carts, or amidst terrain, or what?
I've lost one or two and almost lost a few more, by having to let go of them and fight or let go fo them to explore then fight. And fighting can lead you away from where you were.
Never used shopping carts, can you mount a machine gun in one? If not, you clearly should! That or a heavy industrial drill. Just because.Pretty sure you can, if you can't, with a tiny amount of modification you could.
Obviously you need a PDA and beacon in your shopping cart.
Obviously you need a PDA and beacon in your shopping cart.
Just to clarify, the beacon goes in the shopping cart, you keep the PDA on your own inventory to locate shopping cart.
Isn't that a bit redundant?I never said the bionic would be useful.
I use the Note feature on the minimap for a lot of things.
Then my character dies. :'(
Make the name of your next character identical to the previous one. Notes are on a per-name basis, if I recall, and save separately.
In other news, I think I'm going to set my cataclysm server up again this weekend, since I've network control again. Look forward to burning houses down together!
The answer to both your questions is Badly.Yeah, remember something about that, doesn't it crash if you come inside someone else's Reality Bubble?
It's more weird simultaneous world-sharing thing than Multiplayer.
Recently upgraded from Windows 7 to Windows 10. DDA doesn't run now. Experimental version 3608. I haven't tried anything newer than that, as my current connection is too slow to download dda. It opens, takes a long time to load the start menu, when it previously came up instantly. Then it freezes, not allowing me to do anything, and crashes.
Tiles or not?Yeah, it's odd that some things don't work on windows 10 that you would expect to. I was running Windows 10, 64 bit, with tiles on. I had to run it in Windows 7 compatibility mode to make it work. DF will only run with adminstrator permissions. I can't make any promises for this. But, perhaps I could help with these issues next month. I have a moderate level of experience with c++, but still have a lot to learn about it. Main issue would be that I have a 2gb monthly data cap, after that, I am stuck on dial-up.
Are you getting any specific error messages?
If tiles have you tried toggling the software renderer option in options.txt?
Have you tried running it as admin? I know windows 10 did some changes with file permissions and whatnot.
Honestly it's difficult to diagnose the problem, since AFAIK we don't have anybody on Windows 10 developing right now.
Hmm, maybe separating the turns and game time would be workable on multiplayer games. Turns are locally affecting, while gametime would be a global and constant speed. That would definitely alleviate temporal anomalies, but then you have it become either much easier or much harder, depending on when you join a world.So it would be like your character was in stasis between play sessions with time still passing? If so your own food could rot while not online, and sleeping or any time skipping would be tricky (consensual night skipping like in Minecraft) if not impossible (crafting for one).
Yea, you hit on the main points.Hmm, maybe separating the turns and game time would be workable on multiplayer games. Turns are locally affecting, while gametime would be a global and constant speed. That would definitely alleviate temporal anomalies, but then you have it become either much easier or much harder, depending on when you join a world.So it would be like your character was in stasis between play sessions with time still passing? If so your own food could rot while not online, and sleeping or any time skipping would be tricky (consensual night skipping like in Minecraft) if not impossible (crafting for one).
So, how are NPCs these days? Any progress on that front?Compared to when? :P As with anything else in this game, development on any one particular topic is comes in rather large leaps and bounds. Soemthing might sit still for months, then suddenly have a huge amount of development forwards when a developer or two decides to focus on it. :P
Whats the current state of them? Are they forming real factions yet or is it all still one-building clusters at best?Love how this gets asked every other week. ::)
The team lost acidia, he was the guy working on the faction outpost stuff, so check back when you see him active on the DDA forums.So check back every other week because Bay12 is the one true forum and I'm not a dirty heretic? :P
Spraypaint messages on the ground and you get even closer."Amazing Trap Ahead"
The team lost acidia, he was the guy working on the faction outpost stuff, so check back when you see him active on the DDA forums."lost" is kinda a relative term here. :P Ever since he came up with his first contribution to C:DDA acidia has always been a "here for a handful of weeks, disappear for a month or more" type of person. He's never really stuck around for long enough to truly be considered "on the team" any more than any other random person who shows up with a few JSON tweaks or a new building and then disappears is.
Fairly new player here, currently in the process of finding out how OP Skater Girls are. Those rollerskates are beautiful. 12 days so far.
But anyway, I never knew this game had any sound whatsoever. What're you talking about?
The latest experimentals are hellish, day one and there are brutes, hulks,those machine gun like spitters and several fucking masters and necromancers,also predators.
I'm not sure if there is something broken regarding zombie half life or something along that.
Also found a laser turret.
Are you playing the sheltered survivor start? That starts in winter and the game now accounts for the time that passed since spring so that you get more evolved zombies from the start and perishable food is rotten.
In my experience, at least.
I'm from the days before running was invented. How do I update my legs?" <--- I think, I might've binded it to that, don't quite remember.
What would people think about an optional mod for worlds that made books instant read?Fantastic. Reading books is a pain.
But it'd feel like cheating... maybe make skill gain a little faster, and make recipes much much faster?What would people think about an optional mod for worlds that made books instant read?Fantastic. Reading books is a pain.
Hm. Instant read might be a bit much. Honestly, what I find most annoying is having to read the same thing a bajillion times over.
Personally, I think that the best workaround for recipes that take forever and a day to learn would be that if you had the requisite skill and the book in your inventory, you could craft the item. After all, what would you rather do: memorize how to build a death ray, or build a death ray step-by-step from instructions?
What would be cool for that is a bionic that 'scans' a book, stores it and then diffuses the knowledge into your brain as you sleep. It's an 'instant' read that's on a daily cool down, with a power requirement.That would make a nice tier boost over that bionic student one. Leave the student, but, mmm, bionic professor, grader maybe? "Before the collapse, you were a living scantron machine, scanning thousands of tests a day to grade them, slowly absorbing the views of your students. Now, in the future, no one is stopping you from reading everything." Mandatory defect, ultimate nearsightedness. Special map build, no glasses anywhere else.
Obviously the name would be Time Enough at Last (https://en.wikipedia.org/wiki/Time_Enough_at_Last).What would be cool for that is a bionic that 'scans' a book, stores it and then diffuses the knowledge into your brain as you sleep. It's an 'instant' read that's on a daily cool down, with a power requirement.That would make a nice tier boost over that bionic student one. Leave the student, but, mmm, bionic professor, grader maybe? "Before the collapse, you were a living scantron machine, scanning thousands of tests a day to grade them, slowly absorbing the views of your students. Now, in the future, no one is stopping you from reading everything." Mandatory defect, ultimate nearsightedness. Special map build, no glasses anywhere else.
wanna also getting into that game, can anybody recommend a good, comprehensive (video) tutorial ?
Hmm. Maybe skill books should just give you virtual levels in the skill and access to all of their recipes? You'd have to carry the books around everywhere, which would be annoying, and while relying on the books for your skills you'd have a significantly reduced chance of crafting success and crafting speed. But you wouldn't end up spending days mashing 'r', you'd just carry books everywhere and practice the skill.I'm pretty sure they already do this to some extent (I know you certainly can do recipes "from the book" right now). This is basically a modified version of what we are eventually striving for with the recipe system.
Well. Melee seems blatantly impossible now. Get grappled -> give zombies 7 or 8 free turns per one of mine -> die. Good job?
Seriously, I have average strength and have never once broken a grapple from regular shamblers. Which is cool, since even regular houses are now guarded by shocker brutes, so basic supplies are also no-go. And it rained every single day of spring, dawn til dusk.
Five games in a row.
Is something fucked up in the current experimentals or...?
Also basic survivors start with socks but no shoes, as of a few days ago.
I want to get into this game, but I'm having trouble deciding between static and dynamic spawns.
Looks like I'm re-downloading and cheesing the hell out of the game for a min-maxed archer, then. I hate archery. This won't end well.Knife spears remain your eternal friend. You can "f"ire them to stab an extra square away.
Looks like I'm re-downloading and cheesing the hell out of the game for a min-maxed archer, then. I hate archery. This won't end well.Knife spears remain your eternal friend. You can "f"ire them to stab an extra square away.
Yeah after setting my character up to be an archer/lumberjack, there's a SWAT van in the first town with 200 rounds of shotgun ammo.
No guns though. Just caseless shells.
...caseless shells?
Are these slug rounds?
Just... how is caseless shot possible?Science Fiction™
The propellant is also the casing. Or there is no casing. They are typically electronically fired, or in the case of what Daisy did when they were trying it out (in the 60s, thereabouts) was they used really, really compressed air. Dunno how the Russians did it with their caseless 40mm grenades...The problem that was being addressed was that there's no way to have true caseless ammunition that propels projectiles that don't have a (relatively) precise fit to the barrel.
Just... how is caseless shot possible?Science Fiction™
https://en.wikipedia.org/wiki/Caseless_ammunitionFixed that for you.
Been around since19681841*.
Shush.https://en.wikipedia.org/wiki/Caseless_ammunitionJust... how is caseless shot possible?Science Fiction™
Been around since 1968.
Another problem with caseless rounds is that the propellant comes into direct contact with the weapon, causing overheating when it fires, particularly for automatic weapons.Yep, but this is the game with super alloy, and thats what the guns are made of (along with ceramic, which may actually be what the breach is made of...)
Why is it "impossible"? Just as a quick first thought, why couldn't they be held together magnetically? Or with a light adhesive substance that would break apart from the heat/shock of firing?Magnetically, ok... Not only would the ammo be quite a bit more expensive, but now you have a nightmare of filings to deal with.
No. It's called a blunderbuss.This is basically a wax slug, which doesn't behave at all like shot, negating the reason for asking the question in the first place.
More seriously, that would actually be way easier than bullets. All you need to do is set the pellets in wax and glue it to a solid propellant charge.
You know these theories could be tested IRL. Just get some shells and fill them with wax, magnets, etc. Your shotgun will be fine, through maybe in need of cleaning.They have been. Extensively.
It's integral to the shell to keep the pressurized gas contained enough to push the shot out of the barrel.This right here is the main reason that we use sabots instead of just loose pellets. If you don't have a proper seal (like you wouldn't with loose pellets, or magnetic pellets, or something similar) then you are going to take huge range and speed (and therefore damage) hits.
Another problem with caseless rounds is that the propellant comes into direct contact with the weapon, causing overheating when it fires, particularly for automatic weapons.Yep, but this is the game with super alloy, and thats what the guns are made of (along with ceramic, which may actually be what the breach is made of...)
Considering the crazy stuff they've done with ceramics already (there was one I remember reading about in some obscure scientific journal I can't remember the name of that was basically rubber stone, though obscure scientific journals may not necessarily have the integrity of their more well-published peers...) I wouldn't be surprised if they had some kind of 'ceramic' that's basically nonconductive steel.Yeah, ceramics are one of the big areas of development right now in the material science world (along with all the crazy carbon-based stuff), so there's plenty of crazy new ceramic materials showing up even now.
My whole point has been that actual caseless ammo doesn't use wads or shotcups.I don't understand your objection, a sabot or shotcup isn't part of the case, it's part of the projectile.
My whole point has been that actual caseless ammo doesn't use wads or shotcups.
Suppose it's more of a technical issue than anything. Considering the thread, I see nothing unusual about that. ;)
One problem with caseless ammunition, unless you have high temperature resistant solid propelant you risk having your ammunition firing up without using the trigger. Most of projectile with casing also act as a way to dissipate some of the firing heat or receive heat of the barrel should it be too high and is ejected after.The company http://www.defendtex.com/ in Australia has a technically caseless line of weapon systems, though it's not the traditional concept with discrete caseless rounds, instead they're stacked in the barrel. They have patents on heat management, blowback prevention, and inductive electrical primer technologies, so they're probably keeping anyone else from working on traditional caseless ammo by holding those patents.
how much effort has been put in on the coding side to make a cermanics arm of objects, weapons and other useful stuffAlmost none, there is some pottery, but that's about it. Ceramic weapons are rather specialized, what would the benefit be in the cataclysm?
Ceramic blades can hold the edge of hard steel without the weight or risk of corrosion.
Hasn't the survivor surpassed the limitations of rationality yet? You can make nuclear powered cars, install bionics into yourself, mutate into things that aren't just a sterile human, and do it all after a week of reading.yeah but NOT CERAMICS!
Hasn't the survivor surpassed the limitations of rationality yet? You can make nuclear powered cars, install bionics into yourself, mutate into things that aren't just a sterile human, and do it all after a week of reading.It's not really a matter of whether it makes that much sense anyways, the time and interest of the devs/modders has basically always been the deciding factor of what and how quickly something gets added.
You can make nuclear powered cars
install bionics into yourself
mutate into things that aren't just a sterile human
You can make nuclear powered cars
Using factory made plutonium power cells and reactors.Quoteinstall bionics into yourself
Using self-installing CBM packs.Quotemutate into things that aren't just a sterile human
Using alien goo magical thing.
Still, I don't see what ceramics would add, or how the survivor would be able to manufacture them (unless with some kind of specialized machine, like the cvd machine that let you diamond-coat blades).
Nah, that's just how they work. Gotta kill em fast from range, or shoot down the drones, I think.The man hacks literally appear next to you when the grenadier opens their pouch? From over a map tile away? He was at vision range for my survivor.
Why not both? Zombies running at top speed into wall.Honestly that seems most believable. Urgent animal instincts coupled with barely having 2 neurotransmitters to rub together.
how do combat stances work?
how do i fence good?
Maybe it is one of those mansions you can rent for weddings and parties. Should still have poop rooms, though. Any mansions with sex dungeons including zombies in gimp outfits yet? Maybe include a vault filled to the brim with cash and cocaine.All the files are moddable in JSON format. The script is pretty easy to setup but will be a bit tedious. I would suggest downloading Notepad++ to view the JSON files and examine the script structure first.
Speaking of which, does, say, scripting unique locations require coding skills? I assume there are no mod tools. I might be interested in building interesting locations if it is easy enough. :P
Did save compatibility break with one of the recent experimentals? I recompiled and suddenly my world's gone grey.I think there might have been a small break a fair while back that triggered due to z-level improvements if you saved and upgraded versions while on a z-level other than the normal ground floor level, that made the game fill your entire world with stone or something similar (due to thinking that you were below ground all the time).
Well there is a reason its called "Experimental" :P
Just submit a bug report, with the log..... wait is there a errlog for this game?
I found a mansion in the middle of nowhere made of nothing but dining halls. Seriously, where do the tenants ... do their business?In the office, with a lead pipe.
Well there is a reason its called "Experimental" :PThere is, but it's kinda sparse. If there isn't anything in the log, then honestly the best thing you can do is to find a place where it crashes reliably, and then upload a save. That lets us open the save in a version that was compiled to still have the debug code, and then crash it and do a stack trace to find out what is going wrong.
Just submit a bug report, with the log..... wait is there a errlog for this game?
...I feel like there should be a way to salvage a car for steel that isn't just beating the piss out of it until it yields to your desire.
Like, gray, broken parts take 0 skill to remove because it's literally just tearing the metal off the car because you're not trying to preserve its function.
Question: Without any points in mechanics and no skill book...how the heck to do train this skill now? You used to be able to get up to at least 1 by dismantling cars, but removing parts now requires at least a 1 or 2 in Mechanics already.You can easily get mechanics to one by prying open locked doors or lidded crates with crowbars. Note that you need a skill level of two to dismantle vehicle parts.
in real life trying to make your own gunpowder is either extremely complicated (for more modern stuff) or carries a very high risk of blowing yourself to kingdom come (for the older varieties)
Also, getting ahold of plastic chunks and a soldering iron, and repeatedly trying to reinforce various plastic objects and clothes you got on you. Trains mechanics iirc.Question: Without any points in mechanics and no skill book...how the heck to do train this skill now? You used to be able to get up to at least 1 by dismantling cars, but removing parts now requires at least a 1 or 2 in Mechanics already.You can easily get mechanics to one by prying open locked doors or lidded crates with crowbars. Note that you need a skill level of two to dismantle vehicle parts.
is there a reason that antholes only have metabolic interchange and blaster arm cbms?
why do these appeal to ants so much?
There should be special ants that have 4 blaster arm CBMs installed and walk on two legsFTFY
THEM.Damn!
They were able to build it in their caves. With a box of scrap.No, they just did that to shut the hippies up.
Them? Just a moment, let me grab my tinfoil hat.
...
Ah, now I see clearly! It was THEM. THEM bastards.
Fun fact: when Them! was localised into Swedish (back when localisation of titles happened) it was named "Spindlarna", meaning "The Spiders" for some insane reason.Them? Just a moment, let me grab my tinfoil hat.
...
Ah, now I see clearly! It was THEM. THEM bastards.Spoiler: For reference (click to show/hide)
what do you guys think a gracken looks like?Short answer: (http://teecraze.com/images/splitreason/releasethegracken.jpg)
and why do they hang out with krecks, lore wise, around dead bodies?
Stat leveling though indirectly, is finally a thing?It's a mod, yes. :P Not quite balanced enough for mainlining at the moment AFAIK.
Neat.
Anyone else have an issue where minifridges won't keep drinks cold? I've had one running for a couple weeks and after a while most of the drinks in it just warm up and won't cool down again, even if I take them out and re-load the fridge.
I think that's a bug with cans preserving heat: they won't get hotter, but they won't get colder either.Anyone else have an issue where minifridges won't keep drinks cold? I've had one running for a couple weeks and after a while most of the drinks in it just warm up and won't cool down again, even if I take them out and re-load the fridge.
Looking more at this, I notice the drinks in glass bottles will get cold... canned ones won't. Not sure what else to make of that... should start repackaging all my drinks I suppose.
I think that's a bug with cans preserving heat: they won't get hotter, but they won't get colder either.Anyone else have an issue where minifridges won't keep drinks cold? I've had one running for a couple weeks and after a while most of the drinks in it just warm up and won't cool down again, even if I take them out and re-load the fridge.
Looking more at this, I notice the drinks in glass bottles will get cold... canned ones won't. Not sure what else to make of that... should start repackaging all my drinks I suppose.
Do they get warm?
*throws can in lava*
Are you taking time to aim and make precise shots?Eh, not really, but the Remington can crit with snap shots.
[I don't actually know but] Armour pierce maybe? It is only half of the other gun.Maybe, would make a certain degree of sense.
In general the rivtech guns are lighter and smaller than others, at the cost of performance. They make okay backup weapons but not terribly great main guns with a few exceptions.The Remington gun is actually my main gun with me taking the Rivtech gun for when I run out of ammo, carrying two shotguns is kinda stupid but I'm not yet at the point where I can cherry pick what guns I'm going to take and then have all the ammo I need for it.
Sounds like a good time to break out the debug menuNot precisely sure what I'd do with it to be honest.
With a bit more recoil making sustained fire difficult.If you get into a situation where sustained fire with a shotgun is necessary, you should just run.
The Remington gun is actually my main gunWell there's your problem. Shotguns are too noisy to use as a main gun; even a single shot will alert every zombie within a very large radius to your location.
I'm just trying to figure out why the Rivtech is worse in this case.Slug ammo behaves differently from shot. A slug is one big bullet, while shot is many small pellets. I'm not sure if shot can crit at all, which would explain the disparity.
'Cept I'm not really having a problem, I'm just figuring stuff out about guns.The Remington gun is actually my main gunWell there's your problem...
Shotguns are too noisy to use as a main gun; even a single shot will alert every zombie within a very large radius to your location.And I have enough ammo to kill every zombie that comes along, and when I run out, I have more guns, and my car is nearby.
Slug ammo behaves differently from shot. A slug is one big bullet, while shot is many small pellets. I'm not sure if shot can crit at all, which would explain the disparity.I wasn't aware of any difference between the two existing in-game besides the stats, at any rate, 00 shot works for critting just as well as the slugs so that isn't the case.
Personally, I would leave the 870 home to be used later...Home is where the heart is, and keeping it in my trenchcoat works for that.
There s way, way, way more than one sort of shot, so the chances of the rivitech caseless shot being the same as 00 is kinda slim.Slug ammo behaves differently from shot. A slug is one big bullet, while shot is many small pellets. I'm not sure if shot can crit at all, which would explain the disparity.I wasn't aware of any difference between the two existing in-game besides the stats, at any rate, 00 shot works for critting just as well as the slugs so that isn't the case.
.22 ratshot isn't shotgun ammo at all. It's basically a gunpowder-powered bullet-shaped BB, or a badly underloaded regular bullet for a varmint rifle.It wasn't a list of just shotgun ammo, but ammo that used shot, in this case meaning multiple sub-caliber pellets.
Buckshot (which is probally what you had in the rivitech. Buckshot =/= 00)Actually it is.
I really liked the short version of the Rivtech shotgun. Only 2 bullets, but it fits in a pistol holster. Very good backup. But that was some versions back.The rivtech Shorty still exists. It is a wonderful thing. Just wished it counted as a shotgun, as I thought I could mount an underbarrel flamethrower on it and have a super weapon holstered.
O.OI really liked the short version of the Rivtech shotgun. Only 2 bullets, but it fits in a pistol holster. Very good backup. But that was some versions back.The rivtech Shorty still exists. It is a wonderful thing. Just wished it counted as a shotgun, as I thought I could mount an underbarrel flamethrower on it and have a super weapon holstered.
Raid people's bathrooms? It usually works for me when I need medical supplies.^
WHAT DO?
how are the experiemental z-levels coming along? I saw a mod for that some time ago.The mod is a totally different implementation for what we are working on for z-levels. That said, the z-levels option (not mod) has been making some progress, albeit not quite as fast as before since we're reworking some of the more difficult bits of z-level code.
Note that this will not work if the wound is green, only blue.Wound is green now.
Well cauterizing has like a 50% chance of just immediately setting it to green so its never a particularly appealing option. But yeah, now you have to get your hands on some antibiotics or royal jelly or you're screwed.
Well cauterizing has like a 50% chance of just immediately setting it to green so its never a particularly appealing option. But yeah, now you have to get your hands on some antibiotics or royal jelly or you're screwed.
Isn't that better odds than doing nothing? You kinda need antibiotics at any level of infection if you don't want to die.
Didn't matter, add "Shocker Brutes" to the list of things that are bullshit instant death now.They really aren't. Just find a window, hide from it until it moves into the frame, then beat with cudgel. Ideally find one of the several armors that protects against electric attacks, but not required. They're certainly harder then regular brutes, but still doable. Something of a weak mix between hulks and tank drones.
I was playing a quick black belt and got instagibbed in full armor. His first attack threw me about ten tiles. FUCK. THAT.
Wow I am having the SHITTIEST luck with starts. Newest game as a historical reenactor my evac shelter is apparently right next to a blob spawning ground or something, even though that's not shown on the map in any way whatsoever. Not only that, but the town nearby is filled with giant wasps for some reason.Sounds normal. Wasp towns happen.
And then tremorsworms attacked the wasps, so the outskirts now look like a fucking warzone. Burnt down two forest tiles next to the shelter to get rid of a spiderweb and then blobs, but the blobs keep coming, so the shelter ALSO looks like a fucking warzone.
I spawned in the middle of bugwars. WTF GAME?
so that one robo-cop profession starts with something like a "cyber shield"It's basically a police badge in the shape of a shield. No actual shield :ap
when are we gonna get craftable ones?
Wow I am having the SHITTIEST luck with starts. Newest game as a historical reenactor my evac shelter is apparently right next to a blob spawning ground or something, even though that's not shown on the map in any way whatsoever. Not only that, but the town nearby is filled with giant wasps for some reason.I would recommend relocating about 25 map tiles to a direction of your choice.
And then tremorsworms attacked the wasps, so the outskirts now look like a fucking warzone. Burnt down two forest tiles next to the shelter to get rid of a spiderweb and then blobs, but the blobs keep coming, so the shelter ALSO looks like a fucking warzone.
I spawned in the middle of bugwars. WTF GAME?
Buckshot refers to the general size of the target these are effective against.trivia: The point where it turns from "birdshot" to "buckshot" is when "you have to stack them in a certain pattern to make them fit instead of just pouring them in the shell".
Buckshot refers to the general size of the target these are effective against.trivia: The point where it turns from "birdshot" to "buckshot" is when "you have to stack them in a certain pattern to make them fit instead of just pouring them in the shell".
The More You Know♒★
https://en.wikipedia.org/wiki/Shotgun_shell#Buckshot
On second look, it's [Citation Needed], but no one seems to be disputing it.
That said, the z-levels option (not mod) has been making some progress, albeit not quite as fast as before since we're reworking some of the more difficult bits of z-level code.
I mean if you're serious about the discussion, Wikipedia is never a reliable source.Considering the fact that no one has cited a source other than wikipedia, this is evidently not a serious discussion :)
https://en.wikipedia.org/wiki/Shotgun_shell#Buckshot
On second look, it's [Citation Needed], but no one seems to be disputing it.
I mean if you're serious about the discussion, Wikipedia is never a reliable source. It gets some things right, but the etymology of birdshot vs. buckshot is probably missing / not the full story.
Buck Shot, large - 0.388"This looks like a pretty clear case of "buckshot" originally being "buck shot" and "birdshot" being a combined size range of several types of various bird shots. It's a simple case of something that was once commonly used to hunt a specific animal being mashed together into a single word, no apparent tricks there. (Note: I'm not saying anything about hunting practices now, I'm talking about practices hundreds of years ago; it's irrelevant if you don't use buckshot to hunt bucks anymore, it's only important that they once did.)
Buck Shot, small - 0.349"
Grape, for musket - 0.318"
Swan - 0.266"
Goose - 0.231"
Duck - 0.207"
B.B. - 0.183"
B. - 0.157"
Speaking of shotguns, I found a Kel-Tec KSG. Based on the hulls lying all over the place, I'm going to guess that the second tube doesn't use the mods you've installed for some reason.
The second tube should load as long as you either have another type of ammo to (r) load into it or are at the maximum capacity for the first tube. You can also load the second tube directly by (F) switching to it first, but that's kind of buggy since you don't seem to have a limit to how many shells you can put into it.
This looks like a pretty clear case of "buckshot" originally being "buck shot" and "birdshot" being a combined size range of several types of various bird shots.There seems to be some misunderstanding, "where the name came from" and "the rule of thumb to decide which is which" don't necessarily have anything to do with each other. It seems pretty likely that Buck-shot is "shot you hunt buck with", especially when it's accompanied with "birdshot" "ratshot" et all. However that doesn't say anything about where to draw the line between the two.
However that doesn't say anything about where to draw the line between the two.In between the shells obviously!
Yeah, mmkay. I just found a misshapen fetus in a trash can of a restaurant.Odd. I would have expected you to find one in a toilet at a school.
Yeah, mmkay. I just found a misshapen fetus in a trash can of a restaurant.
I'll give you half a pack of Rolos if you do.Yeah, mmkay. I just found a misshapen fetus in a trash can of a restaurant.I dare you to eat it.
Getting out of bed doesn't seem too hard today. You could get used to this!mean? Is it just flavour for surviving a certain length of time? I got it when my character woke up on day 12.
It'd be cool if there were bionic prosthetic limbs though.
What does the messageQuoteGetting out of bed doesn't seem too hard today. You could get used to this!mean? Is it just flavour for surviving a certain length of time? I got it when my character woke up on day 12.
Do it man, it's got some [Redacted] in it that'll give your genes a real pick-me-up. I ate one I found in a big glass tank deep in a lab once, and I gained super strength because of it. It also gave me [Redacted] and [Redacted], but the trade was well worth it.Cataclysm: The game where eating abortions from trash cans in abandoned fast food joints gives you superpowers! Realiiiismmmm!
You've fallen for the illuminati's trap, they hide their experiments in plain sight! Well technically inside a trashcan, but you know what I mean.Do it man, it's got some [Redacted] in it that'll give your genes a real pick-me-up. I ate one I found in a big glass tank deep in a lab once, and I gained super strength because of it. It also gave me [Redacted] and [Redacted], but the trade was well worth it.Cataclysm: The game where eating abortions from trash cans in abandoned fast food joints gives you superpowers! Realiiiismmmm!
Do weapon materials matter, other than for conducting electricity (hi, shocker brutes)? Like are there pandimensional creatures you can only hurt with silver, onyx or obsidian?It also determines weapon durability
Another alternative would be predictable behaviour. For example, werewolves could only come out every seventh night, and be absent anytime else. The player would simply have to carry silver for that specific night, or stay safe inside. And hope that NPC they recruited isn't a werewolf.There are moon cycles allready in game...
There are moon cycles allready in game...
Hunting become much more satisfying when your prey has a shotgun.BRB teaching deer to shotgun
It's not quite a shotgun, but it would be a relatively simple change to give deer the turret special and some ammo. :PHunting become much more satisfying when your prey has a shotgun.BRB teaching deer to shotgun
Oh, I know that game.It's not quite a shotgun, but it would be a relatively simple change to give deer the turret special and some ammo. :PHunting become much more satisfying when your prey has a shotgun.BRB teaching deer to shotgun
Oh, I know that game.It's not quite a shotgun, but it would be a relatively simple change to give deer the turret special and some ammo. :PHunting become much more satisfying when your prey has a shotgun.BRB teaching deer to shotgun
https://en.wikipedia.org/wiki/Deer_Avenger
Do the zombie grabs immobilize you completely, or what? I just had one of my longest running characters ever get swarmed and killed by regular zombies, from full health, wearing an armored NBC suit without even getting a chance to move. He wasn't terribly encumbered, and he's got decent speed, dodge, and unarmed skills.Last I knew your chance of breaking free was based on your STR, but I haven't had a chance to look at that particular bit of code for quite a while so it might have changed.
Do the zombie grabs immobilize you completely, or what? I just had one of my longest running characters ever get swarmed and killed by regular zombies, from full health, wearing an armored NBC suit without even getting a chance to move. He wasn't terribly encumbered, and he's got decent speed, dodge, and unarmed skills.Last I knew your chance of breaking free was based on your STR, but I haven't had a chance to look at that particular bit of code for quite a while so it might have changed.
One and two handed wielding? When did that go in? I see on the git that some items need to be wielded two handed and are potentially too heavy for one handed.It's been in for years now AFAIK. Last I saw it was just more of a basic "if an item is over X volume/other requirements then you need to have two fully working hands to use it" type of thing, not like damage bonuses and offhand stuff and whatnot yet.
or having a blaster arm?Can attest to this having an effect, and is pretty much the main reason I never go for the arm blasters.
As for the relative lack of value of armor, perhaps there should be some more enemies that have ways of dealing with dodging? Dragons with breath cones comes to mind, but I'm not sure that kind of fantastic element would fit. Unless it was some kind of tailored mutagen or something.Since there are mutant zombies anyway, a zombie with some kind of breath weapon wouldn't be too outlandish. Corrosive liquid that is enough to get through cloth but not proper armour (no idea how feasible this is)?
Carpet armor... Thats an awesome idea...
Yeah try biting or clawing through a T-shirt with your fingernails. It's not terribly easy with just one layer, let alone a jacket or something sturdy.
Definitely true; I should have specified that it feels odd from a balance perspective rather than a realism one. Invariably, by the time I'm ever in a place where I can afford to specifically seek out or make actual armour, I don't need it any more because my dodge skill or offensive options are high enough that it's just no longer necessary. I haven't gotten around to trying it yet, but I suspect removing the protection value of regular clothing might provide a good early reason to craft and use things like leather armour, as well as making things a bit more exciting in small-scale fights in the early game.
I don't think there is, although it should be relatively easy to do stuff to dog JSON files.
Possible mod/update idea: Safemode only works on hostiles?
About the idea of a shopping cart with an engine and a steering wheel that I talked about on here a long time ago, has anyone actually done that yet? I tried to do it once, but I got lazy and gave up before I found everything I needed.Large electric motor, solar panel, and a steering wheel. Thing was hilarious and extremely peppy.
About the idea of a shopping cart with an engine and a steering wheel that I talked about on here a long time ago, has anyone actually done that yet? I tried to do it once, but I got lazy and gave up before I found everything I needed.Large electric motor, solar panel, and a steering wheel. Thing was hilarious and extremely peppy.
...incoming damage would end up being split four ways...Add one more: knockback. Whether by natural reflexes, the power of the attack, or the skill of the target, things usually recoil/stumble/stagger/roll/fly back when hit, which reduces injuries by spreading the force over a longer distance. Maybe this could fit in the "Wasted" category, actually.
In other news, trying to update my fork so that I can contribute again.I hear the latest model has FIVE prongs!
Then, a zombie kid walks in through a window. He shoots it, and I get the guilt.Yah, thats a bug that is known. Dunno if anyone is gonna go and try fixing it though.
Are Z-levels still not a thing?
Lazycat was right whales did 9/11 cdda maintainers = lizards confirmed. :P
Experimental z-levels mod is buggy. The real thing can be found in the options. Praise Coolthulhu!
Are Z-levels still not a thing?
Lazycat was right whales did 9/11 cdda maintainers = lizards confirmed. :PExperimental z-levels mod is buggy. The real thing can be found in the options. Praise Coolthulhu!
I haven't played in a long while, so I cannot confirm for certain. C:DDA may or may not run well on my netbook(main PC still dead), so I'll give it a shot.
This just in: Most structures dont have a roof yet with the Z-Levels. Which is... Interesting.
How do I scroll down when I view an item in my inventory. Say a gun with several mods that scroll off the screen or a huge book full of crafting recipes.Quoting since I want to know the answer to this too.
IIRC, < > [ ] and PgUp PgDn are used for scrolling in different screens.How do I scroll down when I view an item in my inventory. Say a gun with several mods that scroll off the screen or a huge book full of crafting recipes.Quoting since I want to know the answer to this too.
-------
I just discovered that grass is able to catch fire on it's own without any items in the tile. A cooking fire outside of my house very rapidly started spreading to adjacent tiles while making scrambled eggs. Seems I tossed a bit too much garbage and it got up to a light red fire level and started spreading.
Fortunately despite not having a fire extinguisher I remembered some cool behavior from probably a year ago and started throwing water on the spreading fire. And....it actually worked. I guess the cata devs thought of everything. The water either weakened the fires or put them out entirely.
Good job devs :)
The game spawns a firepit by putting rocks around a bush. I wonder if that would work?That's just old-school decorative code from back before actual firepits (which I believe exist now, maybe? can't seem to remember) were coded in. It doesn't actually do anything.
Odd. I suggest using smaller fires with less fuel, they spread far less.This is almost certainly the problem; the idea in the code is basically that if a fire is burning large enough (ala bonfire) then it will "spill over" into nearby tiles, regardless of what the tiles are. This is also why if two houses are close together, but still have a gap between them of asphalt or whatever, the second house can still go up in flames just from it's proximity to the first house.
So, About those spawns. It seems the game moved the wanderers to my vehicle, and they spawnd while I was out looting for a specific set of books?
Pedit:
Also, Ive begun experimenting with using power, which I typically haven't done outside my vehicles light source and the occassional burner. What can/should I be trying to do with my shopping carts mounted with solar panels?
I have a toolbox, a acetlyene torch, a welder, and welding goggles. I must be missing something.
Out of curiosity, does anyone else start acting really quickly when things get all intense? I always start mashing buttons quickly as I move and shoot, as though it actually helps me. And I feel the urge to shoot my revolver as fast as possible.
Out of curiosity, does anyone else start acting really quickly when things get all intense? I always start mashing buttons quickly as I move and shoot, as though it actually helps me. And I feel the urge to shoot my revolver as fast as possible.
Just noticed that lava counts as "nearby fire" for cooking. Neat. Guess I'll have to build a base near this lava chasm. Later on. After I can take on the few thousand zombies near it. And it is harder than it sounds to get them trudging through the lava.
On the other hand, I often find myself mashing things to skip through tedious prompts (like repeated messages of some distant dog/wimpy zombie or crafting interruptions), only to get ganked by some brute/shocker/hulk/shocker brute I didn't notice around the corner.
Yeah, this happens to me a lot too. Wish there was a way to customise the safe mode a bit more.
Seeing as reducing it speeds up monster evolution, probably not. Could have sworn that reducing the setting slowed it down at one point...Apparently that was an issue with the wording in the description.
On the other hand, I often find myself mashing things to skip through tedious prompts (like repeated messages of some distant dog/wimpy zombie or crafting interruptions), only to get ganked by some brute/shocker/hulk/shocker brute I didn't notice around the corner.
Yeah, this happens to me a lot too. Wish there was a way to customise the safe mode a bit more.
An overhaul for safe mode would be nice. Like if you could set it for a certain amount of spaces or only when you are attacked.
Out of curiosity, does anyone else start acting really quickly when things get all intense? I always start mashing buttons quickly as I move and shoot, as though it actually helps me. And I feel the urge to shoot my revolver as fast as possible.
Hmm...Do labs normally spawn a science ID in them for you to get out of them with?No; read the description, you're not *supposed* to be able to get out by default. You can, and doing so may involve fire, or if you find some explosives, or whatever, or you may luck out and, like I did, find a connection to the sewer system underground, but the assumption is you will die there.
Did a lab challenge start and I actually made it up all way to the surface..I just can't open the doors to get out. It's been three days now and my character is starting to get super hungry. And I have run out of mutant arms. x.x I tried burning down the doors with my mini-flamethrower but it didn't work.
It used to be possible to bash your way out, isn't that the case anymore?
EDIT: Possible bug. I rammed an NPC into water using the above security van. I got several messages saying "You're drowning" before the NPC finally died. NPC was not in deep water, since I could walk over and loot the corpse.Chances are his everything was so broken that he couldn't stand up and just drowned in knee-high water because you're an awful, horrible person. You should have at least put him out of his misery.
Well, atleast it wasent a random friendly NPC.
It used to be possible to bash your way out, isn't that the case anymore?
Its still possible, its just been made a LOT harder, I think.
Pretty much finished the game with my latest playthrough. Have yet to complete all the endgame spoilerish things, but I have some insane skills, can install any CBM I find right off the bat, have enough parts to build two or three tanks, and have a fortified warehouse in a forest with a little farm.pretty much my thoughts. endgame becomes uneventful and repetitive
I'm wondering if there's any way to encourage some kind of defense mode style siege after a certain amount of time. I've always wanted to build a bunch of slingshot turrets and palisade walls and watch them work while I sit around hurriedly crafting a stone spear for myself. As it is, after I've found a vehicle I really have no enemies. Finding fuel and not running over the steel tanktraps that are bushes then become the only challenge until I get stronger parts.
No, it's where you start amassing enough mininukes to demolish a city simultaneously.
Is there a safe way to heat up the inside of a vehicle? I'm living as a RV dweller and I feel like I should be able to warm up the thing without lighting a fire inside, but I honestly can't think of anything.
The long-term game I'd love to see would be starting a settlement of my own and finding/rescuing/recruiting/kidnapping NPCs to join it. Then giving them task like "build XYZ" or "farm" or the like while I go read Playboy or raid cannabis farms or poke giant ants with a stick. This would be viable even for road warrior -type players who could form several supply bases around the world to cruise between. (Only find them eaten by mi-go, of course.)
Alternative, of course, would be joining existing settlements. I've heard there is some sort of NPC settlement already in the game with static NPCs, but I still haven't found it a single time.
A lot of the devs follow this thread too AFAIK. Obviously the forums (presumably it has a Suggestions board) is better but it's not like stuff here is never going to be seen.Indeed, looking back you can see a handful of posts from Kevingranade (azmodean here), Rivet posted just 2 posts before the suggestion, and I'm the thread OP (though sadly college has been busy enough to keep me away from C:DDA for the last month or so and probably most of these next 4 weeks as well :'().
I think Mines need to be retouched a tad. They are incredibly easy, as there are only two threats in them until the finale. And of those, only one is a danger as soon as you see it.
That's because the true danger in mines is them generating in such a way that you go down some stairs and then there are no stairs for you to go back up ;) Unless that bug's been fixed.
But yeah, mines are too easy. I'd even go so far as to say that the only really dangerous thing that can happen in them is the terminal and fault-line finale.
How do storage batteries work? can they be charged by an alternator? doe they need to be on the same tile as a solar panel to charge? do chargers charge the nearest battery first or all equally?Like easily removable batteries, yes, I think so, all equally, and if it has an alternator.
An rv has a battery by a minifridge. is that battery charginf when I turm on the engine?
Easier said then done. I think it's a font issueSpoiler (click to show/hide)
You guessed right. I also guessed this, but I can't find solution easily.Easier said then done. I think it's a font issueSpoiler (click to show/hide)
Let me guess, you are using a non english windows or something. This has happend before. I have no idea what the solution was.
I vaguely recall that deleting the lang folder might help.Wow, it did. I deleted folder for my language and it reverted to English.
Easier said then done. I think it's a font issueNot relevant to this instance, but this issue can also arise from using some different terminal settings (with PuTTY in my case) such as the remote character set selection. Just for future reference should anyone else have this issue while on a server.Spoiler (click to show/hide)
Got the following errors on opening the main wiki page:Yeah it's been like that for a bit apparently. To be honest I'm not sure exactly who is responsible for hosting the wiki; it's still totally possible it's GlyphGryph, which could potentially lead to some problems due to not being able to get in touch with them.Spoiler: somewhat large log (click to show/hide)
Why doesn't the nodachi fit in the back scabbard? I mean, I understand why it no longer fits in a normal scabbard, but is it just supposed to be a weapon you have to carry around in your inventory now? Or is it a simple oversight?
Note that that's an exceptionally long nodachi (most were 5-5.5' long), and/or the guy is exceptionally short compared to US average (5'8").He is an old Japanese man... Probably the latter.
Back scabbards are very awkward to use (and were historically only used for transport, not combat, and rarely even then). I'd' estimate that the part of the weapon that goes into the sheath/scabbard can't really be much longer than from one's middle finger to the opposite shoulder. For me, that's 110 cm, or 3'8". I could wear an arming sword or a short longsword (heh) on my back if I really wanted to, but there's really no reason not to wear it on my belt instead.
You can't wear a nodachi in a back scabbard because it'd be practically impossible to unsheathe a sword that long without unstrapping the scabbard, defeating its point.
Obviously you're supposed to grab it, yank, and throw it into the air, catching in a super duper cool way as it comes down. Back scabbards are awesome that way.Spoiler (click to show/hide)
You're telling me that with access to modern materials and knowledge, we couldn't fashion a scabbard that you could unsheathe a sword from the back with?
That seems preposterous. We can go to the moon, but we can't design a functional back scabbard. Just have it open along one side with a clasp.
-snip-
Please, no maybes and probablys and iircs. Mythical easterlands of amazing ninjutsu samurai warriors, however romanticized, does not work as a basis for you to say 'maybe probly it existed'.
Swords don't work that way you propose. Cuttable sheaths? Did you actually just say that or am I going nutters again? I feel sorry for you that this will be offensive to you, but that was by large the stupidest thing I've heard this year. Nothing in that notion made sense.
A) scabbards are not only for transporting your sword, but also for protecting it. To have the sword cut through it completely defeats the purpose.
B) No samurais actually carried their swords in the back, even in situations where they carried multiple swords, they just slung all of them on their side.
C) Swords are not light sabers. If you've handled one, you'd know this. You can't just easily cut through a material with one swing without drawing or hacking the blade in some way. Even if that said disposable vinyl scabbard existed, you'd still have to DRAW the sword from the said scabbard to apply its cutting power to the material designed to be cut. Then again, if you can draw from your back, why use a disposable scabbard?
Back scabbards weren't ever used historically, no such thing as a baldric or a setup where you 'transport' a sword or a rifle, or a long, thin pole shaped weapon in general on your back existed.
snipIf you look, in the lower two pictures, you'll notice that the back scabbard is held by a knotted string meant to be untied. I'm pretty sure the sword was never unsheathed from the scabbard while worn.
You're telling me that with access to modern materials and knowledge, we couldn't fashion a scabbard that you could unsheathe a sword from the back with?If we do want to think hypothetically, given today's tech and materials a few things could be done for quick unsheathing though. You could have an electric motorized scabbard which has rubber rollers or something inside and rolls itself right off the sword and falls to the floor, you'd have to untie/unclip it from wherever it is held first though, and picking it back up, and tying it back on wouldn't be very quick unless you have some sort of specialized easy hook of some sort on your back for it.
That seems preposterous. We can go to the moon, but we can't design a functional back scabbard. Just have it open along one side with a clasp.
I don't see why a sword on your back can't simply be unslung, and then drawn, the same way a soldier unslings a rifle off their shoulder before using it. If you're looking for a "quick draw", you should be looking for a shorter weapon. :)I could totally see a back scabbard that worked as an abstracted form of this, i.e. it had a much longer draw time and didn't allow for quick draw attacks. Maybe make a customized version with increased ENC that trades a longer time to stash a weapon away when you were done in exchange for reenabling quick draw abilities and a shorter draw time (essentially you building your own custom "snap closed" type of sheath or something similar).
Boom, disposable back scabbard, and all you have to do is replace the cloth after you draw it. Not exactly ideal, and you might need to experiment a bit with types of cloth to find one that cuts smoothly but the concept would work. Now whether or not it would be practical enough to actually bother doing is another question, but you could definitely make one.
Spoiler: Err... (click to show/hide)
I don't see why a sword on your back can't simply be unslung, and then drawn, the same way a soldier unslings a rifle off their shoulder before using it. If you're looking for a "quick draw", you should be looking for a shorter weapon. :)
Theres an actual tutorial in the game. Its a bit old,FTFYbut it still does its job.but will postpone your death by a few minutes.
I will maintain that the post is not fixed because the job of the tutorial is to do that.I stand by my baseless edit!
I will maintain that the post is not fixed because the job of the tutorial is to do that.I stand by my baseless edit!
Less toilet water, less Xanex, less katana, not really death, much pain tho.You people need more Xanax in your adventures. :P
And Your Mom. I see Your Mom a lot when I dont get enough to drink. So get me a beer.
The tutorial just makes a world with a special maptile and starts in it, so what is outside the room can vary a fair bit.
That's what I lit on fire in order to escape, though.If you hang out long enough zoms will eventually spawn that will
Could you hypothetically start near something capable of smashing walls which would then smash in?
How do you install a welding rig on a vehicle? I've got around to making one, but I'm not seeing the option to put it on my car when I try to 'i'nstall something. On the plus side, I built up a bunch of stats by stealing and reading every book on my half of the city.You have to install it only on a frame, it must not have anything else on it
How do you install a welding rig on a vehicle? I've got around to making one, but I'm not seeing the option to put it on my car when I try to 'i'nstall something. On the plus side, I built up a bunch of stats by stealing and reading every book on my half of the city.You have to install it only on a frame, it must not have anything else on it
It is a wall. And storage. It provides 400 storage, a weak wall, and free soldering.
Enter moves things by default... If you only need one you press enter. If you want the whole stack you press M. If you only need a few you press m and enter the amount. (could make a case for reversing that, but it's easy to rebind 'm' to whole stack and 'M' to partial)Seems like the default *should* be the move all, not partial, yes.
It'll probably be hard to push that as a change with how easy it is to change keybinds for yourself, but I'll make sure to point it out on IRC when I have the chance.Enter moves things by default... If you only need one you press enter. If you want the whole stack you press M. If you only need a few you press m and enter the amount. (could make a case for reversing that, but it's easy to rebind 'm' to whole stack and 'M' to partial)Seems like the default *should* be the move all, not partial, yes.
I hope when there is an excessive number of drugs added, and a revamp of the drug system.I can envision an experimental build that just breaks the spawning of the drugs, and there's Xanax everywhere
So if a zombie grabs me, and another zombie walks into range, I'm still grabbed even if I kill the original grabber AND it says the additional zombie failed to grab me as well.
Is this intentional? It seems a bit silly that its impossible to break a grab by killing the thing that grabbed you if anything else that can grab is in range.
I'm kinda curious what they're using as the unit length for a charge of thread.
Pretty sure the game just registers the player as grabbed as long as there's a hostile creature adjacent, rather than also registering the grabber.This is pretty close to the actual scenario, yeah. It's one of the current limitations of the effects system.
Small strings used to be called 6" strings, so one unit of thread would be 0.12", probably a bit more if you have to tie them together.Ah, right, I forgot they had that specified once. Well then, I guess I've no idea how they're measuring the charges. (50 6" pieces would be a rope more than a string...)
Since when is a rag 200 thread? It used to be 100, taking 1 hour?maybe my head is broked, but as an alcoholic this is what I have in my head. Taking swigs in betweem small jobs.
where i can find a funnel?Hardware stores are your best bet. You can also craft a makeshift one from some common materials, but they're not as good.
You need a container for the impure water and an empty container for the clean water. If you craft as a batch or if the container only had one unit of water, they can be the same one.
and how i can go inside a gun store?Lockpicks, sledgehammers, explosives, acetylene torches, vehicles through the windows... You have lots of options, but most of them are risky and/or costly.
is possible to heal a arm or leg with 0hp ?Yes. Craft and wear a splint. I think they may heal automatically, even without, but a splint speeds it up. Still takes a few days. Also, I think a hospital might still be able to help, but its very risky.
Generally, unless you're carrying something REALLY heavy like an engine or a truck wheel, your main obstacle is lack of volume, like pockets and backpacks.Fun fact, if you need to move something with a lot of volume, you can wield it.
Warmth is semi-hard to do, generally you can get everything covered and warm, but doing it without encumberance is a puzzle, and so is covering your mouth/face without getting it frostbitten.Balaclava is your friend and easy to make. Probably won't deal with ALL the cold, but it helps.
Always carry a (butchering-quality) knife, hammer, and screwdriver. If you can get a toolbox, all the better, but you still need the knife. This way you can dismantle things that you come across on the fly, and butcher zombie corpses.Note: You can {S}mash corpses to prevent them getting back up. Toolboxes are also very large and heavy. Keep the hammer and screwdriver.
A (bone/wood) sewing needle and a sewing kit are basically interchangable.I've been wondering about this one. Don't lower quality tailoring tools make you more likely to fail at tailoring?
You can dismantle most things to get their base components, like rags or leather patches, though some things need a special tool like a soldering iron or a knife to do it.Applying a knife can give you the option to cut up something as well.
You can get thread from rags by dismantling/cutting them, and you can use this thread with a needle to repair and reinforce your clothing, which trains tailoring so you can eventually make your own, much better items.Do note that disassembling a rag for thread takes a long time.
My own preferred source of thread would be smashing windows for long string, disassemble the string and the smaller strings and you get 300 thread, faster then rags too.You can get thread from rags by dismantling/cutting them, and you can use this thread with a needle to repair and reinforce your clothing, which trains tailoring so you can eventually make your own, much better items.Do note that disassembling a rag for thread takes a long time.
Any tips for newbies that aren't necessarily spoilers? Like good ways to approach the game, settings or things that aren't explained that well?
In the newer experimentals splints are used on one arm/leg. Be sure its on the correct limb, and switch sides if you need to.is possible to heal a arm or leg with 0hp ?Yes. Craft and wear a splint. I think they may heal automatically, even without, but a splint speeds it up. Still takes a few days. Also, I think a hospital might still be able to help, but its very risky.
Maybe designate one as your geSenpaiy car
Maybe designate one as your geSenpaiy car
Someone has a crush on Senpai:P
I'm starting to think "lightweight" might actually be an advantage, rather than disadvantage. The reason: one beer is a near-instant boost to strength and morale.Heavy Eater, similarly - it's only barely a disadvantage unless you're REALLY short on food, and if not, you get a better chance of morale regen since you can eat deliciosity more often.
I dare you to disagree! 8)
Yeah, that's a pretty good list. I disagree with the Robust Genetics thing, though. While that system is a lot of fun to play with, you're rarely get to do anything with it when you're just starting out in the game (you rarely live that long). And the points could be much better spent on stats or a starting profession that'll help you survive and learn the game more.
It's a great trait, but really more of a seasoned player thing in my opinion, and one I rarely take myself unless I'm planning on playing around with mutations with a given character.
So does that mean Tawa is your senpai?To compensate I changed his name to "Kōhai" a few weeks ago. I introduced him to the add-on.
I can confirm splints work. I had an NPC buddy stand in spitter acid like adumbassintelligence impaired person and she had 0 hp with both legs. Moved at like 1/4th speed. Made two leg splints and told her to use them and her hp on her legs got better after about 24 hours.
Ok, who added the pokeball to the game?
So... are day one hulks supposed to be impossible.. or just unlikely. Because my poor tailor just tried to take one on day one with a heavy .303 machinegun they ripped off a light tank. It seemed like a good idea at the time. but then like 75 out of 80 shots missed at point blank range while fully aimed and.. uh... yeah. At least I don't have to worry about getting them a new hoodie now...
https://github.com/CleverRaven/Cataclysm-DDA/issues/14791A funny bug coupled with a video of something that can probably considered animal abuse. I thought it was something really bad there for a second.
https://www.youtube.com/watch?v=PuW_aWbxpeM
If I were to readjust the window height and length, what would be the perfect settings, so max vision would match up with what I can see?
If I were to readjust the window height and length, what would be the perfect settings, so max vision would match up with what I can see?That is pretty much unpossible for daylight without using graphics tiles. Daylight view distance is something like 60 tiles I think, so you'd need 120 tiles of window height. If you find a custom 10x10 tileset to use, you'll need 1200 pixels of vertical resolution to fit that window on the screen, and a very big monitor at that to be able to see the 10x10 tiles without ruining your eyes.
Yes.
how i can approach a militar site and pass the turret??Bring a long range rifle or a bunch of enemies following you to empty the turrets of bullets
how i can approach a militar site and pass the turret??Sniper rifles, EMP weapons, rocket launchers, superalloy armour, teleporters, active cloaking... Getting past or through turrets usually requires some serious endgame gear. If you're lucky, you can sometimes approach from a blind angle and get close enough to attack their relatively frail bodies with lower-end weapons, but it's rare because there usually isn't just one.
That is pretty much unpossible for daylight without using graphics tiles. Daylight view distance is something like 60 tiles I think, so you'd need 120 tiles of window height. If you find a custom 10x10 tileset to use, you'll need 1200 pixels of vertical resolution to fit that window on the screen, and a very big monitor at that to be able to see the 10x10 tiles without ruining your eyes.This is where I'm supposed to make some comment about 4K-less peasants right? :P
That is pretty much unpossible for daylight without using graphics tiles. Daylight view distance is something like 60 tiles I think, so you'd need 120 tiles of window height. If you find a custom 10x10 tileset to use, you'll need 1200 pixels of vertical resolution to fit that window on the screen, and a very big monitor at that to be able to see the 10x10 tiles without ruining your eyes.This is where I'm supposed to make some comment about 4K-less peasants right? :P
Hey guys, I iz a modder now!This looks awesome. I'm going to update my game because of this. Crosses fingers for no broken saves.
PKs rebalance mod (http://smf.cataclysmdda.com/index.php?topic=12051.0)
-Designed with the hopes of adding more vanilla zombies and more challenge
-Reworks spawn lists and evolution paths
Several new zombies are added, and I try not to stray too far from the vanilla monsters.
I think it's a bit ridiculous that at level 4 tailoring and with a tailor's kit, you still have a good chance of going from a fully repaired piece of clothing to destroying it when trying to reinforce.Yeah, that is a bit of a problem. Seems like in trying to nerf tailoring a few discrepancies in what would be considered a pursuit requiring skill. Often enough, it takes me more resources to repair a trenchcoat then to replace it by making one in a cave with a box of scraps. More time, too.
Apparently I can make an entire trench coat out of rags and thread, but can't fix a hole.
O god, it works this way for repairing metal weapons.... My zweihander is about to break! Thankfully I have a backup katana until I can grind my mechanics up to like....8.
There is no such thing as a starting area. And, unless it changed, usually you can see a Mi-go before it aggrosThe last time I got killed, the mi-go basically rushed me around a corner. Mi-gos are not suited as a guard role - they're way too aggressive. A better choice would be something that sticks to an area and kills anything in that area, and loses interest in anything outside of it. Make it chase players if they try plinking it outside it's spot.
You can be best buds with mi-gos if you get the Insect Pheromones mutation. When they mimic speech, they often give more moment-appropriate dialogue than some NPCs do, in my opinion.Don't get me wrong, I love mi-gos. They're really atmospheric enemies, they're just too high-powered to have them one-shot PCs just four days in. They are better suited as lab enemies.
I don't really think they guard those corpses. They just happened upon them and killed them. And now they see a new potential victim...No, no, they just want to take you on a research expedition across the universe. Doing that is much easier when your brain is in a jar and not in that meatsack, though... At least, that is how Lovecraft originally wrote them.
But they are talking to you, it's just at they're using the alien version of Babelfish which turns "Hey baby, wanna ditch this post-apocalyptic joint and get on my intergalactic pimpmobile?" into random nonsense and translates your panicked screams as "Yes, I would love to, scrape out my brain so we can do the thing!"Here from the OOCQ thread and this just reminded me of:
How are Mi-Go boss class enemies? They're jokes. Any normal person with something resembling a weapon who isn't a cripple/crippled can kill one or two of them. Either make more combat capable characters or stop trying to beat stuff to death with a pair of pants.
Any normal person with something resembling a weapon who isn't a cripple/crippled can kill one or two of them.
Triffid queens are easy though. All you need is a decent gun that isn't a pistol and they'll be dead with little effort. Melee may be more challenging though.
I guess it's my character set-up; I'm based mainly around dodging so any enemy that combines high-speed and hard hits is a death sentence.
Still, they're still too aggressive to fulfill their purpose on the surface: to guard high-value corpses. There really should be a critter that's more territorial in their place.
to beat migo you only need fire and the health to tank their hits until they burn up enough and flee
*rolls new character* *picks random profession* *leaves stats all 8's and skills all 0's* *smashes locker, grabs rock, makes makeshift crowbar* *goes outside, wanders around looking for mi-go* *eventually finds one, beats to death with makeshift crowbar*
Yeah. Not seeing the problem here. Unless you were too encumbered or you were crippled from pain/cold I don't see what the problem is. Just make sure you drop your backpack and emergency jacket or whatever and kill the damn thing.
Are items bound to a container, like dropping a backpack drops associated items?It should, but unless it's changed, they are not.
Are items bound to a container, like dropping a backpack drops associated items?
I'll admit it's been a while, but I have definitely been ripped up in melee with one while I was wearing some of the lighter kevlar stuff, on a mid-game character. Have they had stats tweaked lately?
*rolls new character* *picks random profession* *leaves stats all 8's and skills all 0's* *smashes locker, grabs rock, makes makeshift crowbar* *goes outside, wanders around looking for mi-go* *eventually finds one, beats to death with makeshift crowbar*
Yeah. Not seeing the problem here. Unless you were too encumbered or you were crippled from pain/cold I don't see what the problem is. Just make sure you drop your backpack and emergency jacket or whatever and kill the damn thing.
In the experimental, most of the professions that start with guns start with no magazines. They're not particularly useful at the moment.Speaking of, I really like how guns work now. I imagine some people don't, but I just like a post-apocalyptic game that treats guns as powerful and specifically makes sure that you can't have them. Even the Last of Us had you lugging around an armory by the end.
Are you talking about a recent change, or the fact that gun stores are now locked up and inaccessible without higher-level equipment (e.g. acetylene torches, hacksaws)?In the experimental, most of the professions that start with guns start with no magazines. They're not particularly useful at the moment.Speaking of, I really like how guns work now. I imagine some people don't, but I just like a post-apocalyptic game that treats guns as powerful and specifically makes sure that you can't have them. Even the Last of Us had you lugging around an armory by the end.
or the fact that gun stores are now locked up and inaccessible without higher-level equipment (e.g. acetylene torches, hacksaws)?Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.
My little sister, while playing this game, actually managed to get into a gun store her own way: she found a functioning light tank with shells left, aimed it at the back wall, and blew a hole in it. Was pretty cool.or the fact that gun stores are now locked up and inaccessible without higher-level equipment (e.g. acetylene torches, hacksaws)?Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.
Don't they have barred shop windows and metal doors now? Well, some of them have metal doors, but then the guns are behind barred windows.or the fact that gun stores are now locked up and inaccessible without higher-level equipment (e.g. acetylene torches, hacksaws)?Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.
Heh, I've done something like that once. I tore a grenade launcher off of a tank and shot grenades at the window until it fell apart. (Which reminds me you can't use hacksaws. :v)My little sister, while playing this game, actually managed to get into a gun store her own way: she found a functioning light tank with shells left, aimed it at the back wall, and blew a hole in it. Was pretty cool.or the fact that gun stores are now locked up and inaccessible without higher-level equipment (e.g. acetylene torches, hacksaws)?Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.
Are there still the gun basements? More than once I ran into one of those long before finding the stuff to loot a gun store.Yeah, there are. However, I've found that they have a disproportionately large chance to spawn ammo incompatible with the guns in there, or incredibly small amounts (like 10 bullets) of really good ammo like 9mm +P+.
I've never gotten far enough to tell, but you can make your own ammo, right?Yeah, there's a book, The Handloader's Helper.
Again, unless something changed then your lockpicks'll get past the metal door at the front easily, if the layout is the same then you're free to grab stuff off the racks after that.Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.Don't they have barred shop windows and metal doors now? Well, some of them have metal doors, but then the guns are behind barred windows.
I've never gotten far enough to tell, but you can make your own ammo, right?Yeah, there's a book, The Handloader's Helper.
My little sister, while playing this game, actually managed to get into a gun store her own way: she found a functioning light tank with shells left, aimed it at the back wall, and blew a hole in it. Was pretty cool.
Lockpicks don't work on metal doors.Again, unless something changed then your lockpicks'll get past the metal door at the front easily, if the layout is the same then you're free to grab stuff off the racks after that.Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.Don't they have barred shop windows and metal doors now? Well, some of them have metal doors, but then the guns are behind barred windows.
Lockpicks don't work on metal doors.Again, unless something changed then your lockpicks'll get past the metal door at the front easily, if the layout is the same then you're free to grab stuff off the racks after that.Unless something is changed, I've actually managed to get into Gun stores perfectly fine with 5 improvised lockpicks and no real skill, just try again and again and it'll eventually open.Don't they have barred shop windows and metal doors now? Well, some of them have metal doors, but then the guns are behind barred windows.
The anvil is MY lockpicking tool of choice. 40 bash damage per hit can pick almost any lock. And when you think about it, anything is a lock. Hulks, turrets, crafting recipes. The anvil unlocks them all.Assuming reinforcement didn't change, did you know that if you improve it using the soldering iron, you can make the bash damage ratings reach even more ludicrous levels?
The anvil is MY lockpicking tool of choice. 40 bash damage per hit can pick almost any lock. And when you think about it, anything is a lock. Hulks, turrets, crafting recipes. The anvil unlocks them all.Assuming reinforcement didn't change, did you know that if you improve it using the soldering iron, you can make the bash damage ratings reach even more ludicrous levels?
I always used cars as my lockpicks."I keep my lockpick in my car, because it's a bit heavy and... car-shaped. <_<"
I did get kicked in the head by no less than two moose, those things are absolute demons.
*rolls new character* *picks random profession* *leaves stats all 8's and skills all 0's* *smashes locker, grabs rock, makes makeshift crowbar* *goes outside, wanders around looking for mi-go* *eventually finds one, beats to death with makeshift crowbar*
Yeah. Not seeing the problem here. Unless you were too encumbered or you were crippled from pain/cold I don't see what the problem is. Just make sure you drop your backpack and emergency jacket or whatever and kill the damn thing.
Mi-Go are the worse! Well, at least for me, i'm still quite a noob. But they're very fast and won't ever give up chasing on you. Just imagine starting a new character, walking a few blocks around the city searching for some supplies and BOOM, a Mi-Go! And that's it! You're pretty much dead!*rolls new character* *picks random profession* *leaves stats all 8's and skills all 0's* *smashes locker, grabs rock, makes makeshift crowbar* *goes outside, wanders around looking for mi-go* *eventually finds one, beats to death with makeshift crowbar*
Yeah. Not seeing the problem here. Unless you were too encumbered or you were crippled from pain/cold I don't see what the problem is. Just make sure you drop your backpack and emergency jacket or whatever and kill the damn thing.
You're either lying or using a modded (outside of the standard mods) game.
Mi-Go have such obscene speed that you can't kill them with a starting character with 0 skills and base stats. Firearms are the best bet, with thick armor if you're using melee.
In fact, Mi-Go are the only thing I've gotten irritated with in Cataclysm. I'm never one to bitch about a hardcore game, but it's a little silly. Even worse, you can't turn them off by default. I've since made a "No Mi-Go" mod, but still.
*rolls new character* *picks random profession* *leaves stats all 8's and skills all 0's* *smashes locker, grabs rock, makes makeshift crowbar* *goes outside, wanders around looking for mi-go* *eventually finds one, beats to death with makeshift crowbar*
Yeah. Not seeing the problem here. Unless you were too encumbered or you were crippled from pain/cold I don't see what the problem is. Just make sure you drop your backpack and emergency jacket or whatever and kill the damn thing.
You're either lying or using a modded (outside of the standard mods) game.
Mi-Go have such obscene speed that you can't kill them with a starting character with 0 skills and base stats. Firearms are the best bet, with thick armor if you're using melee.
In fact, Mi-Go are the only thing I've gotten irritated with in Cataclysm. I'm never one to bitch about a hardcore game, but it's a little silly. Even worse, you can't turn them off by default. I've since made a "No Mi-Go" mod, but still.
I did a run of this a couple weeks ago, basically made a martial-arts master and roamed around the starting spot killing everything with Krav Maga. Eventually quit while trying to sleep in a nearby house but being too cold, and also it was completely dark. Kinda tedious...
I love this game for the stories people find with it, and it's impressive depth. I want to try again, more seriously this time, finding proper layers and making a fire and such.
But, surely any melee fight is a flirtation with the RNG? I assume it's safer to go with... spears, or bow and arrow? I wasn't caught up with this thread until very recently (due to the OOCQ quotes thread) so I have no idea about the current meta.
But, surely any melee fight is a flirtation with the RNG? I assume it's safer to go with... spears, or bow and arrow? I wasn't caught up with this thread until very recently (due to the OOCQ quotes thread) so I have no idea about the current meta.The RNG isn't bullshitty. As long as you make sure you're decently prepared (low encumbrance, KNIFE SPEAR, etc.) and do the lead-things-over-bushes tactic, you're pretty much set against most early game enemies.
But, surely any melee fight is a flirtation with the RNG? I assume it's safer to go with... spears, or bow and arrow? I wasn't caught up with this thread until very recently (due to the OOCQ quotes thread) so I have no idea about the current meta.
I guess because you're expected to use roguelike-dancing, and especially the tiles with huge movement costs, to insure that enemies get few or no swings. Alright.
I hated that in DS the game actually got MORE maintenance-intensive the longer you survived. More wolves, more hunting, more bosses, more crafting to replace what you lost... less exploring, less building, less collecting.That was my biggest problem with the game too. I want to be able to at least hit a state where I can survive constantly and start exploring in survival games; not be forced to start dropping everything every third minute due to the waves from hell constantly scaling upwards in difficulty without limit.
You know what would be an epic mod? Periodic attacks like in Don't starve. Maybe every few months you will feel like "something is coming after you", and then various monsters will spawn around you and attack you. They could get stronger based on how long you have been playing, or how high your skills are, or maybe how much stuff you have in the reality bubble, or maybe all 3 and you can adjust them. And of course, unique creatures that only spawn on these events, maybe carrying something rare.
It would make building a base actually worthwhile and cut through the tedium that is "make a giant armored vehicle that contains enough supplies to last you years and travel around looking for stuff to do"
Just got eaten by a pack of wolves again. They're one of my most frequent death causes, if you exclude Mi-Go, Smokers and an accidental explosion i caused on the mall by throwing a molotov cocktail (???). I've been playing this game for some weeks when i have time and so far i'm having tons of fun.
...Furthermore most enemies who have armor lack stabbing armor...
You know what would be an epic mod? Periodic attacks like in Don't starve. Maybe every few months you will feel like "something is coming after you", and then various monsters will spawn around you and attack you. They could get stronger based on how long you have been playing, or how high your skills are, or maybe how much stuff you have in the reality bubble, or maybe all 3 and you can adjust them. And of course, unique creatures that only spawn on these events, maybe carrying something rare.
It would make building a base actually worthwhile and cut through the tedium that is "make a giant armored vehicle that contains enough supplies to last you years and travel around looking for stuff to do"
This would be excellent. Wander spawns tend to put you under constant siege, while static spawns make trouble really easy to avoid. Random but semi-predictable waves seem like a good compromise.
Dynamic spawns are also terrible, but not as terrible as wander spawns.
wanderers are actauly being worked on right now.
Im noticing some difference in them in the latest experimentals.
They have finite numbers, for one. you can 'kill' the Zs on the map screen. They have locations they path to for 2. Heh, I saw a blob traveling south as presunably part of a horde.
and they can follow you out of town. the other day I learned that the overmap keeps track of 1) a weak scent of you that Zhordes can follow to a limited degree and 2) an even weaker trail that tracks everywhere youve been. It might be possible for a 'Stalker' or 'tracker' to pursue you whereever you go
What's your experience with burt and badly burnt corpses? Do you see them revive or are they like pulped ones? I have hordes of these and I think I'm seeing them come back but I immediately get 'The zombie dies' the next line after something rises. Rather odd. Fire is fun by the way.Well, i once burnt an entire hotel full of zombies and i didn't see any of the burnt corpses reviving. But it's better to butcher them if you're not sure.
Zombies are actually painfully difficult to completely subdue using fire. More likely than not, the zombies in your case stayed down due to the collapsing building crushing their corpses.What's your experience with burt and badly burnt corpses? Do you see them revive or are they like pulped ones? I have hordes of these and I think I'm seeing them come back but I immediately get 'The zombie dies' the next line after something rises. Rather odd. Fire is fun by the way.Well, i once burnt an entire hotel full of zombies and i didn't see any of the burnt corpses reviving. But it's better to butcher them if you're not sure.
Anyone know where to reliably get Power armor helmets?
Isn't there a zombie type that's wearing power armor?
What's up with cereal having, like, no nutritional value? I can down a whole box of the stuff and still be stuck in 2300 AD. (https://www.youtube.com/watch?v=i7K2xhnQSB8)
Well cereal IS part of a complete breakfast you are not having a complete breakfast. You need 6 slices of toast, hash browns, a dozen scrambled eggs, orange juice, bacon, pancakes, and milk to get nutritional value. Clearly you are missing the toast.If you're going for an English breakfast you're missing the black pudding, tomatoes, sausages, and baked beans.
Well cereal IS part of a complete breakfast you are not having a complete breakfast. You need 6 slices of toast, hash browns, a dozen scrambled eggs, orange juice, bacon, pancakes, and milk to get nutritional value. Clearly you are missing the toast.If you're going for an English breakfast you're missing the black pudding, tomatoes, sausages, and baked beans.
English style tea! How could you forget the feckin TEA!I just assume that having tea with it is obvious because I have tea with everything
They told me it was vile stuff and advised me to ask for something else.What no
You know, I'm currently spending some months in the UK
A week ago I walked into a coffee bar. I asked about black pudding (that is, I asked what it was exactly)
They told me it was vile stuff and advised me to ask for something else.
... Overall, wouldn't it make sense to almost always find a power armor helmet in the same place as you find a suit? Like, if one spawns, the other does as well?I like this idea, but one or the other should be heavily damaged, pretty much one hit from destruction, since the person inside died somehow.
lore wise the game starts 5 dats after the bombs dropped.True, but the game can continue for years following. Perhaps a gradiated droplist depending on time spent is in order?
the fungus, the Zmen, the triffids are all directly new.
You know, I'm currently spending some months in the UKCan't say I'm too surprised. These days black pudding is seen by many as a novelty weird food. Where I work we sell little of it compared to almost any other meat product. Don't get me wrong it is eaten, but not as much as it was. It may be happen stance, but those of my family still living in Yorkshire and Derbyshire tend to be fond of it so there may be a North South divide thing going on too.
A week ago I walked into a coffee bar. I asked about black pudding (that is, I asked what it was exactly)
They told me it was vile stuff and advised me to ask for something else.
Yeah, coffee bars are awful. You can tell because they're centred around coffee, and are a very American thing.I dunno coffee shops, coffeehouses, or cafés as they are also known, have been with us since the 17th century and were exported to the Americas with all the migrants. We have since imported the more USA style establishments, but they were Italian originally.
Try a café.
When people say "coffee bar" I tend to think of Starbucks and the like. Compared to a café which sells tea and bad coffee and cakes and greasy meat-based-foods of questionable safety. That might not be a real terminology thing though.The term café has two common meanings really. Greasy spoon being another name for the type you mean. I was just saying that shops that focus mainly on coffee have been with us since before we got the USA style of the same thing.
- Season Length. The longer the season, the slower the evo. [The game may be considered easier if you use high season length]
- Monster Difficulty. Each monster has a difficulty rating, and that seems to help determine when they can start spawning.
- Half-Life. Each monster can have their evo timing offset by a number in their raws, a 'half-life' that presumably determines when 50% of them will try to evolve upon spawning/returning to the bubble.
- Group settings. To a limited degree, I can control the evolution speed by 'clogging' the evo tree with false branches or evolutions into a weaker or same-tier monster.
Just like in real life, ambient diseases come from poor health, not from cold air. You have a hidden health stat, and all comestibles have a hidden healthiness factor. Eat vitamins and healthy foods e.g. veggies, and only use unhealthy things like drugs and junk food when you really need the boosts they provide. Constantly wearing a gas mask works too, but it might not be worth the penalties.
Ew, hidden numbers...Honestly, a little tag up near Stamina that says something about energy levels, or just a straight "Nutrition: Shitty!" or whatever, kind of like how you can tell if you've been getting decent food lately by how lethargic you feel or how you're constantly hungry, would do wonders. Not only would it tell you if you're getting decent nutrition in a way that's not immersion breaking, but it'd also let new players know that, hey, junk food all the time is bad both in real life AND in game!
Anyway, I sort of want to try this game again but I have no real idea of where to start. Any help?
Just take junkfood intolerance! It'll be red, so you know not to eat it and you can concentrate on other food. And a free point as well!
I was looking for advice for the game, though :v
And if you must die, die spectacularly.I was looking for advice for the game, though :vDon't die, unless that is your goal.
And if you must die, die spectacularly.I was looking for advice for the game, though :vDon't die, unless that is your goal.
We all have one asshole friend we simply cannot live without as he teach us life lesson by being an asshole....And if you must die, die spectacularly.I was looking for advice for the game, though :vDon't die, unless that is your goal.
^This. Mininukes are your friend. An assholish friend, but still a friend.
How do magazines work? I started as an army recruit, so with 30 rounds of .223, a STANAG magazine and a M4. I can (r)eload the rifle with the emplty magazine, but it doesn't let me put ammo in afterward. I can (r)eload the STANAG and get a STANAG (30), but then it says I'm "out of ammo" when I try to reload the M4.
So I'm putting together a mod to add a few things to the Mycus mutationeers; however, as this is more or less JSON limited, it's mostly going to be crafts. It was originally meant to be part of the vehicle additions pack, but I decided it needed more than some vehicle parts.
Going fungal has some pretty big drawbacks, the loss of most mutations is one thing, but moreso the loss of access to regular food/water. So I decided to give Mycus fans a set of fairly robust additions.
So the core of this is going to be the "Symbiote Backpack" (name not 100% set), which:
- Is a tool necessary to craft fungal items.
- When worn, gives several small boosts, a bit of speed, but mostly stamina regeneration, disease resistance, and hunger/thirst savings.
- When activated, can enhance the player's abilities, in exchange for item charge and increased hunger/thirst.
- When removed/destroyed, will cause large withdrawal symptoms.
So the items so far are:
- Spore Bomb: Essentially a fungal grenade.
- Thorn Baton: A martial-arts compatible weapon. It's got a built-in thorn launcher to soften up large targets or kill weaker ones.
- Thorn Lash: A sword-style compatible weapon. It's more like a macuahuitl, but is capable of loosening and stiffening at your control, letting you attack faster. The built-in thorn barrage has shorter range than the thorn baton, but has burst fire.
- Thorn Lance: A spear-type weapon for general melee. Essentially, a glove that regrows its spear. Uses the thrown skill and has decent damage and pierce. Has an additional built-in weapon for fragmenting lances.
- A few weapon mods for the above.
- A few vehicle parts, they'll be fairly simple, fragile, and easily replaceable.
- A few constructions, these are fairly more robust; defensive growths you might say.
You can refill charges for weapons and your symbiote by using a recipe that turns corpses into fungal food. Also possibly using them as weapons in some limited Prototype-esque ways. Fungal corpse nuke is probably going to be a thing for mass-land conversion.
I'm playing with the idea of making different symbiotes to denote the different paths of Mycus Gardener/Fighter (Ambassador is also there, but NPCs can't really do much).
If you have any ideas for additions, I'd happily take them.
So I gave this a try again and ended up finding a lovly ice-cream van to drive around in, turn the jinggle on and run over zombies because the char is useless for anything else. So far so good - zombie kids where new for me, so when I ran over a tennis-cord full of them I took some serious moral damage - but thankfully the ice-cream boxes where filled fully with booze at this point, so I just started drinking to fight the moral damage. I very soon got a crippling addiction and could either drive heavly depressed, often going where I don'T want due to low focus or driving utterly drunk. Soon ice-cream spreading was replaced with molotov throwing and drunk driving, vehicles certainly add a lot.
I'm playing with the idea of making different symbiotes to denote the different paths of Mycus Gardener/Fighter (Ambassador is also there, but NPCs can't really do much).
I learned the hard way that playing in a no city world and starting naked is so very brutal.
So very difficult, but I am determined to survive at least 2 days. >:c
I will start playing again at 0.D , when ill decide to re-learn everything i forgot.
- Are NPCs fixed yet?apart from the sometimes buggy dialog systems, they are a delight now. they sleep and eat just like you and can even be a passenger in vehicles. their combat has been tweaked to allow you to control for every aspect of how you want them to behave. overall im pretty happy with them right now, they are pretty convincing.
Though from what I've heard, your character will be a big baby about it unless you take a lot of drugs.Do it enough times, and apparently you'll stop caring anyways. I've never paid too much attention to morale, though, unless I'm doing something like starting an extended study session due to breaking both of my legs again or the like.
How do you guys survive for more than a week?
How do you guys survive for more than a week?Spend about twenty minutes of real time destroying the shelter to give myself decent weapons, armor, and equipment
How do you guys survive for more than a week?I mostly run challenge builds nowadays; high-risk, high-reward type characters who have no issue crafting and using the really high-end stuff. My first advice is to invest in a good profession while you're still learning the game; Survivalist and its ilk are good picks. I can get through early-game no problem with those sorts.
Im using a mac
How do you guys survive for more than a week?
I will start playing again at 0.D , when ill decide to re-learn everything i forgot.
You'll probably want to have a more mobile base. A shopping cart[Ctrl+G to drag it] and a tent make you pretty mobile, but an actual vehicle is irreplaceable, and you can run all sorts of things off of their battery.Further advice: before you get those things, in static spawn, it's relatively safe to spend a night in a regular town house (in a real bed!) if you clear out (kill or lure away) the monsters in the vicinity quietly enough and close all entrances so that they can't come through without waking you up with noise.
Collecting stuff all in one place is a good idea. Even if you're not doing the nomad game, vehicles are vastly superior to travelling on foot (much like real life). You can travel further, faster, and with more junk in the trunk. Also works as a place to sleep if there's nowhere else available.
So am I doing it wrong by not having vehicles? I just usually fortify the starting shelter and walk around. Partially it is due to laziness, I admit - I somehow find the vehicle controls so difficult it is just easier to walk around. This has the added bonus of knowing where all the stuff I collected is, in case I get killed and must reincarnate.
Well, usually I play just a few weeks (if I survive that long). Once I'm raiding labs and installing CBMs I usually lose interest, since there isn't much to do after that. I suppose I'm missing some sort of "starting your own survivor fortress"-type of thing.
Am I the only one who misses acid rain?I miss acid rain too, but at the same time it did seem to break some logic and some mechanics in my opinion.
Am I the only one who misses acid rain?I miss acid rain too, but at the same time it did seem to break some logic and some mechanics in my opinion.
1 ) With such strong acid rain present how is ANYTHING still alive on the surface? Everything should logically be dead that isn't immune to acid or lives inside. No wildlife, few zombies, the game should logically be over the first time it acid rains.
2 ) It made it an rng dice roll to travel between towns. Even when acid rain properly ramped up it gave you a 50-100 tiles notice at best. Between towns you can often be much farther from cover than that. And while I imagine a tent would protect you gamewise, a flimsy tarp tent like that should logically provide zero protection from acid rain strong enough to kill in a couple minutes.
I would be happy if it came back, but those kinds of issues would need to be solved. I can think that maybe if it gave you like 6 hours notice before acid raining that could help. Maybe something like "There is an odd chemical smell in the air." "The chemical smell is getting stronger, you should probably find shelter soon." before the acid drizzle even begins. That gives you plenty of notice to get out of the field or to make one of those 1 tile shelters out in the woods, and can be handwaved as animals knowing what the smell means and taking shelter themselves.
I would prefer the idea of an acid rain being tied to a location, so if you want to explore that specific location, you'll have to find a way to protect yourself from it.
Now what would be that location, a lab complex, some odd factory, some otherworldy stuff ..
Or a bit like the smoke zombie, why not a special bizarre creature distorting the weather and that would be spawned by a quest and to stop the acid rain you would have to take care of it
until the game is saved the discovered tiles sit around building up until the game runs out of space to put them, whereupon it crashes.That's... kinda silly. Should really have a temporary folder to dump all the inactive tiles in.
for those who lose interest in the game after surviving for a long time and becoming op, i found out a trick to make cata great again by realistically rping your own self in the game. for example, i dont imagine myself sewing my socks to make them sturdier or read books about medieval armor..and by that i basically make the game way more challenging and realistic, at least for me.Oh yeah, I've done this a bit. I tend to die because of all the physical flaws.
hell, i wouldnt even think of sitting down and sewing anything
for those who lose interest in the game after surviving for a long time and becoming op, i found out a trick to make cata great again by realistically rping your own self in the game. for example, i dont imagine myself sewing my socks to make them sturdier or read books about medieval armor..and by that i basically make the game way more challenging and realistic, at least for me.I tried to do that a few times. I lasted a couple days once. The big flaws to that for me are that the things I wouldn't even consider doing are mechanics and construction which are some of the most enjoyable parts of the game, while things I actually am good at and willing to try from scratch are computers and electronics. Which by comparison bring little to the table.
hell, i wouldnt even think of sitting down and sewing anything
I used to do that a lot. I tended to either get killed because I was too weak to fight zombies in melee or retrospectively realize I made a minmaxed monstrosity who only vaguely resembles me.for those who lose interest in the game after surviving for a long time and becoming op, i found out a trick to make cata great again by realistically rping your own self in the game. for example, i dont imagine myself sewing my socks to make them sturdier or read books about medieval armor..and by that i basically make the game way more challenging and realistic, at least for me.Oh yeah, I've done this a bit. I tend to die because of all the physical flaws.
hell, i wouldnt even think of sitting down and sewing anything
Been dabbling with this title recently, had never heard of it to be honest. Few successfull runs, many not-so-much. Couple of tryhard bionic preppers with all points in stats, some hardened scavenger 'Ambush' guys wreaking havoc with the katana.
Now doing a Lets Play with a Broken Cyborg from Abandoned start (Hospital). Welcome any feedback people might have on gameplay or recording itself.Spoiler (click to show/hide)
You can use shovels, digging sticks, or the like to till ground...Hoes have to distinct advantage of not needing to use the construction menu. Their {a}pplied use is to make a dirt mount
Well, the warmth on the right, I knew about, just was wondering about the brackets on the left. Thanks for the info though.
1) Unload the larger container into the smaller one. The smaller one will be filled and the larger will keep any excess.
1) Unload the larger container into the smaller one. The smaller one will be filled and the larger will keep any excess.
(2) Empty three gallons from the five gallon container into the three gallon container.
(3) Two gallons remain in the five gallon container. Empty the three gallon container.
(4) Pour the two gallons into the three gallon container.
(5) Fill the five gallon container and pour one gallon from it into the three gallon container - filling it
(6) Four gallons remain in the five gallon container
Oh geez, I remember doing that in school. I never succeeded.._.
3) You can remove a tank and it will keep any liquid inside. It's then treated like any other liquid container.It won't show how much though, or as far as I remember anyway :/
I had the same issue. I was in the process of crafting splints when I got trashed by a shocker hulk, so I didn't test them. Maybe you should try if they help?
It also includes things likeSpoiler (click to show/hide)
Oh, that one. [What's supposed to spawn there? I've been to those a bunch of times with both random and static NPCs on and never found anything.]Spoiler (click to show/hide)
Oh, that one. [What's supposed to spawn there? I've been to those a bunch of times with both random and static NPCs on and never found anything.]Spoiler (click to show/hide)
Can a mi-go mimic gunfire sounds and/or a klaxon?All migo noises, though the gunfire might actually be gunfire
I'm trying to make a stone shovel. I have all the necessary skills and all the necessary materials, but the "stone" is brown-colored, instead of green, red, or gray. The hell does that mean?Hah, make sure you have more than one stone. The problem here is the stone material is the same as the stone tool, which has a hammering quality of 1. You can't use a stone to hammer itself.
Also, the hell do I cook dandelions?Good question. Looks like there's more than one way to do that. Here (http://cdda-trunk.estilofusion.com/search?q=dandelion). Hit the craft button to see the recipe. Hopefully this helps. I did a search for the development build, so make sure to mention whether you're on the dev or the stable.
I'mon 0.Cnot on experimentals. And that recipe is not showing up...
Decided that I'm going to clear out a 5x5 map tile size Mall.
Hoh boy, +200 zombies killed already, and counting.
Vermin have been removed in the most recent versions.
That's a regular spider, Tir. You're thinking of giant spiders, those are the 's' ones. :U@_@ What vermin?! I've always thought of those creeps as person-sized or small-dog-like sized <_<
Vermin have been removed in the most recent versions.
There were vermin ala dwarf fortress, teeny tiny critters that only have a "." for an icon. Those would be normal frogs, lemmings, normal spiders and the like.So ._. Uh...
Pretty much all they did is occasionally turn hostile (while being unable to attack) and stop yer crafting and reading when trapped inside with you, be a borderline exploity way to train melee (as they were near impossible to hit), confuse people when they see something like a wolf spider on their nearby warning only to find it's a normal size wolf spider and not the eat your face kind, and wreck your car when you suddenly plowed into a herd of lemmings at 100 mph you didn't know were there.
Happy they are gone myself. It was ambience, but annoying.
-snip-I was seeing vermin ^, as well as a giant type of it, right? :O
Hmm, I'm sure this was asked an age ago, but does anyone know how skill rolls are resolved for melee? Mostly wondering how bad it would be to go from melee 4 piercing 3 to using a cutting weapon when my cutting is 0. Does melee affect accuracy and specific skill affect damage?
It shouldn't have been a "^". They were small animals, such as minks, lemmings, frogs, and muskrats. Harmless {because they're too small to be infected} except for the spiders occasionally turning hostile - which is still harmless as the mundane ones are at most an inch wide or so in real life.I had just realized that all my recent posts were in a world where I put ON the mod that spawns critters ._. oops!
I liked having them around myself, and am sad they're gone.
Yea man, those giant cellar spiders? They are one of the few enemies you find in towns that I just don't fuck with without heavy weaponry and/or one or two allied NPC meatshields. All it takes is one hit and all yer important combat stats tank.You can be an unarmed fighter with at least +3 to melee/unarmed :P I ALWAYS make mine Ninjutsu practitioners, and depending on mood, go on a rifle/archer build. We can take on those big cellar dudes with just hard armpads/legpads :3
Also note that some weapons use and train several skills. The zweihänder (and Flammenschwert) is as much a bashing weapon as it is a cutting one.Hmm, I'm sure this was asked an age ago, but does anyone know how skill rolls are resolved for melee? Mostly wondering how bad it would be to go from melee 4 piercing 3 to using a cutting weapon when my cutting is 0. Does melee affect accuracy and specific skill affect damage?The big thing skill does for cutting weapons is makes it less likely to get stuck in things. Cutting weapons, particularly unwieldy ones like Lajatangs, get stuck in enemies a LOT with low skill. If you have a really good cutting weapon like a Zweihander as well as a decent lighter cutting weapon[Machetes come to mind] to raise skill with, then go for it. Otherwise, piercing weapons are pretty robust[ALL HAIL KNIFE SPEAR] and are often better against armoured enemies.
Enjoy the batteries. I recommend an M60 on full auto. Preferably attached to a jury rigged frame so you can just feed ammo into it. ....Actually I wonder if a portable fold-able mounted gun like that is possible.The vehicle mod only makes them manual, not foldable; I should probably include that.
Enjoy the batteries. I recommend an M60 on full auto. Preferably attached to a jury rigged frame so you can just feed ammo into it. ....Actually I wonder if a portable fold-able mounted gun like that is possible.The vehicle mod only makes them manual, not foldable; I should probably include that.
Other than that it's fairly simple:
Folding frame: 10 volume
Your choice of gun: X volume.
That's all you need for a manual turret really. I personally like to add a mounted scorpion (10 volume) to launch flame bolts while staying in safety on the outskirts of town/fungal infestation; then pack up and run away before they get close.
I'm not sure I understand the sentence structure of where it tells you the requirements to remove a vehicle part. To remove a car trunk, for example, it says I need "a wrench and a hacksaw, cutting torch and welding goggles, or a circular saw(off)". I'm pretty sure I'm carrying just the wrench and hacksaw, and all the requirements are green(meaning I can remove it). I'm pretty sure I remember the cutting torch/goggles was also a requirement along with the hacksaw, but I guess that was changed? And does it matter which I use, the hacksaw, torch(right now all I have is a makeshift welder) or circular saw?
Craig Ferguson.Oh yeah, the names are fantastic. Whoever put Snow Meow in there is my hero.
(I use a custom "easier start" mod)That's a good idea, really. I've been meaning to tweak the drop rates of some items (mainly canned food and everyday tools) to be more common, because beyond game balance it doesn't make much sense for them to be as rare as they are.
My main reason is that I grow frustrated with slow starts. I kind of miss some of the ease from the whalesdev days (although granted, back then becoming unstoppable was TOO easy).Craig Ferguson.Oh yeah, the names are fantastic. Whoever put Snow Meow in there is my hero.(I use a custom "easier start" mod)That's a good idea, really. I've been meaning to tweak the drop rates of some items (mainly canned food and everyday tools) to be more common, because beyond game balance it doesn't make much sense for them to be as rare as they are.
It's also annoying to turn up item rates in worldgen to deal with that, only to discover that your neighbour now has nine shotguns in their bedside table.
Idk, the problem with the game atm isn't that the start tends to be slow,For me it is. I get bored of having to spend an hour hunting for basic survival tools. I get even MORE bored of spawning in small four-five houses towns in the middle of nowhere and get eaten by wolves. Yeah, I'm sure that by starting as X and doing Y and Z you can minimize the risk of that happening. But I'm not about to bother. That's why I made myself this thing, so that each game is fun (to me)
its that once you get to a point where you have a working character up that can deal with most things, there's not much to do after. You can travel around, get yourself a nice vehicle, install tons of CBMs and mutate yourself to high hell, but there's no sort of super end game thing or challenges to do.Agreed on this part to an extent, though. THere's stuff to explore (and there's danger in exploring. Particularily with high-tier zombies.). But yeah, the world is too static right now.
I feel this could be made better by following the general tendency of the cataclysm, IE of things getting worse as time goes on. Not only with scarier zombies etc, but an extra element of danger, like portals opening up in certain places, spawning hard to fight creeps and that can only be shut down by destroying a certain creature or thing. I also feel there should also be some sort of incentive for players to go and destroy fungal towers, triffid groves and etc.
id love it. id love to see real progress on the war of three or factions running around with guns or anomalous areasI'd like more interaction/activity between triffids, fungals, goo, and the netherum.
Thing is, I don't like NPCs all that much :(Same, although less 'a threat' and more 'a challenge that doesn't go away and leave sedentary players bored'.
I mean, I can accept and understand them having a role. But I'd rather have zombie hordes, fungal and triffid expansion, and the netherworld horrors, becoming more tangible threats for sedentary players.
I also completely missed the npc but they got distracted by the explosion of car chunks that suddenly appeared from the wreck they were standing near and spent the next 20 turns picking up chunks of steel, so it worked out."That guy's aim is so bad that I'm not even going to acknowledge his presence any more."
the zombies have 3 to 4 manhacks per on them in the statswhat kind of scientist carries that many anti-personnel weapons on their person at all times
So is the prison break start intended to be impossible without a moderate amount of luck and stealth? Because I made a 16 str, 2 melee, 4 unarmed, tough, pain resistant convict and it took two characters to not die to the two brutes that spawned in the first cafeteria room. And the second one only made it because I cheated in a shot of oxycodone because holy hell those things stack pain so fast with those huge punches.
Not that I'm complaining, it's just, if you intended it to be a viable start at all you might want to lower the brute spawn rate, there's just so damn many of them. Currently convict #2 is up to five brutes killed and isn't close to escaping, and their body is a barely functioning ruin.
I could probably breeze through this a lot easier with light step or a martial art but I want to see if this thug can manage it. I do like that there's a challenge but it might just be a taaad too brutal without doing very specific things to make it easy. Just my opinion though.
When you disassemble an RC Car box to get the car, remote control, and batteries, what happens to the box they came in?considering the rc control is volume 4 and the cardboard boxes in the game are size 4 im sure they go to box heaven.
Im asking if anybody has any ideas for wildlife/Zanimal mutations they have. its somewhat vexing meZombified ravens that cause blindness with their attacks?
Zombified ravens that don't damage you but follow you around and make you hallucinate as long as they're onscreen. Said hallucination is a constant ticking every few turns, which progressively gets louder and covers up any sound on that turn after a certain point.Im asking if anybody has any ideas for wildlife/Zanimal mutations they have. its somewhat vexing meZombified ravens that cause blindness with their attacks?
not zombie ravens, raven ravens (although i wasnt aware of non-zombie-raven lore anyway)Its not specifically ravens so much as a size thing. Blobs require sufficient native biomass to manipulate, and need to accumulate enough blob-mass within the critter to use it.
also hallucinations could be a status effect provided by the ravens, like the blindness ammo?
Why would raven ravens cause hallucination?http://www.poetryfoundation.org/poems-and-poets/poems/detail/48860
After a long time, decomposing zombies become "decomposed blobs", pretty much just a blob with a pile of bones it it. It spits bone shards at you.
After a long time, decomposing zombies become "decomposed blobs", pretty much just a blob with a pile of bones it it. It spits bone shards at you.>no meat
There is a blob zombie of some kind, if I recall. Killing it causes it to split into smaller blobs.
EDIT: Built a generator in my underground base from wood frames and salvaged engine parts. Added a 7.5kw generator and a storage battery for electricity generation and storage, and a floodlight to, you know, light the basement up. Now I no longer have to rely on this silly atomic nightlight that somehow neutralizes my night vision, and I can read my mountain of books in the safety of my basement where nothing ever attacks me. The nightlight doesn't provide enough light to properly read like that.
...I did forget that exhaust ventilation is a thing, though. Luckily the smoke buildup isn't too bad, and I always wear a dust mask.
Foodwise, I've got over 100 pieces of granola and over 100 pieces of dehydrated vegetables, plus a similarly large pile of wheat, barley, and oats. I probably could have grown more sugar beets, but oh well. I have an aluminum keg and a funnel on the surface, so water is not a problem. It's the 3rd of autumn. Winter is coming.
Isn't that the...basement-themed map where you find a seemingly dead soldier person and a machine gun along with a lot of boxes and crates?Spoiler: Screenshot map of my base layout (click to show/hide)
Also I remember I asked Willfor about this but...due to my silly persistence in really wanting to edit stuff, isn't there a way to edit bionics? :X I just want to make a personal mod that doesn't let it sound like 'BODY IMPLANTS' and more like 'technological advanced weapon systems' and such. And/or just edit the descriptive details.There is a bionics.json file within the data folder where you can edit simple things such as description and power cost. Editing effects will require modding source files.
Hello, guys. I've finally stopped dying, driving around in my Cube Van, with a Military Cargo truck if I need. Any advice on how to obtain 25 plutonium cells for the Free Merchants? I also have to somehow assassinate a guy with a double-barreled shotgun and another guy with throwing knives next to him for the Old Guard.
Hum...in creating a personal mod, stored in the mods folder--if I create a different bionics.json file with the same bionics listed as their ID but different names or descriptors, will it override the...uh, vanilla data? :DAlso I remember I asked Willfor about this but...due to my silly persistence in really wanting to edit stuff, isn't there a way to edit bionics? :X I just want to make a personal mod that doesn't let it sound like 'BODY IMPLANTS' and more like 'technological advanced weapon systems' and such. And/or just edit the descriptive details.There is a bionics.json file within the data folder where you can edit simple things such as description and power cost. Editing effects will require modding source files.
Does anybody know if Trapdoor spiders spawn under any vanilla circumstance?I know that they are vanilla creatures and have faced them before. :P So yeah. I believe they do.
You can also find them by dismantling those...err, robots being used by Z-scientists or other robots sometimes. That's a general drop from those mechanical critters. :3Plutonium?
Plutonium is military grade stuff, and uncommon at that.
You can find small amounts in atomic stuff, like night lights and lamps and minireactors in rare cars.
You can find them in rat-infested caves, and you can find them in military ammo storehouses.
Updated Version! (https://www.dropbox.com/s/kvhtixbkwqarr9t/PKs_Rebalance.zip?dl=0)
Its relatively unpolished with all of the specifics, such as the mutated wildlife and when they appear, but they do appear, and they are upgrades.
Im going to probably phase shock_bomblets into a new gun, and perhaps be editting down some of the other items. More animals will come, but this is a start.
In this update
- Several recipes, included deconstruction recipes for the doomy stuff.
- Updated spawn lists
- Updated item drop lists. Old, already existing drop lists have had the new items added to them. The doom armor should be a relatively rare drop everywhere.
- Scorched zombie reworking. Scorched zombies do not heal, but may continue along their own development tree. Specialist zombies may also turn into unqiue types of scorched zombies.
- mutated wildlife has begun to creep into the game. Coyotes, bears, and bats so far.
- Spider updates! About time too. Spiders are more dangerous, and trapdoor spiders have been given 2 homes to choose from.
- Zombie armor nerfs! About time too. Some zombie do less damage, and most have somewhat reduced armor levels. I do want feedback about the player's ability to play with hordes of my custom zombies, so I can further balance them.
- Squigs for fungus, fungal boils, triffid buffing, reduced triffid pops, a new triffid grove overlay, and some doom castle B1 tweaking.
- Added a rare item 'pokeball', that can trap any monster if you pass the admittedly difficult check to catch it. Things will kill you as you try to herd them into the ball, and the ball does conserve weight, meaning a 200 kilogram monster will make the ball weigh 200 kilos.
- Moose will go extinct as a wildlife species. Bears drop off dramatically, and others will be following in future updates.
- Trapdoor spider homes are in fields, and have sinkholes in them. I mention this because sinkholes damage wheels if you drive over them, and falling into a sinkhole is bad. Perception 10 or better should spot sinkholes if you are walking. They arent incredibly common (450 per map region, a pretty small number if you look at how many field tiles there are), and they might have loot in them.
- Web and Trapdoor spiders have 'Queens' now. The queens spawn as rare enemies, meaning they won't always show up, and more than 1 can show up. Killing a 'Queen', usually a large eggsack that spawns spiders, will result in the depopulation of spiders in the area. You could ignore the queen and use the spot as a meat harvesting location . . . and hopefully one day we can harvest silk.
What does the 'Automatic Zombie Advancement' option do? The tooltip says it makes zombies take gameplay turns, but don't they already?
Keep the light stick anyways, they are mindbogglingly efficient when it comes to keeping things lit.Yeah I accidentally kept it on for I don't even know how long. Went from 300 charge to 248.
Of course, however, the emo jerkhole in the barn didn't leave me a magizine for his gun.That asshole. I'm just glad I have three other guns that are all usable. By the time I run out of ammo for those I should have at least one magazine.
Brilliant! <3
Yeah, the gasoline tank was so I could carry some gas around for burning those acidic zombie corpses. Suppose I'll just have to chuck a jerry can or or three somewhere for that.
Brilliant! <3
Yeah, the gasoline tank was so I could carry some gas around for burning those acidic zombie corpses. Suppose I'll just have to chuck a jerry can or or three somewhere for that.
Have you confirmed how much gas/items are required to torch a zed?
"description":"A tiny charred body, jumping and kicked and flailing around in a mockery of playground exercise. It does not need a face for you to feel bad about killing it.",
Kindling?
Hanako?why don't you sit in the corner and think about what you've done
OhgodI'msorry.
we don't really have a good name for a burned zombie child who runs fast.Cinderella?
Kindling?
+1. Or, Kinderling to realy make it a painful pun (kinder is German for child).
It's also possible to use a very small liquid container to dump out gasoline onto the ground.
You could make a dragable vehicle with a leaky gas tank ;)
lol at foldable damaged gas tank.
i think i could make a gas spewer. or try to
anyone know how practical shooting gas on the gtound and lighting it w/a fkamethrower is?
anyone know how practical shooting gas on the gtound and lighting it w/a fkamethrower is?IRL or in game?
anyone know how practical shooting gas on the gtound and lighting it w/a fkamethrower is?IRL or in game?
IRL, it depends on the fuel. Standard unleaded gasoline is relatively* flammable at room temp. Diesel is not.
In-game? I guess that depends on how hard it's gotten to get gas and a flame-thrower. Haven't played in ages.
*In the context of lighting it with a flamethrower, consider it easily lit.
Halp D:Why is there a morale issue at that point? The sheer charring should readily make it look very clearly un-empathetically like a puppeted corpse at this point, no?
I made a scorched child monster and integrated it into the core game, but we don't really have a good name for a burned zombie child who runs fast.
Here is the descriptionQuote"description":"A tiny charred body, jumping and kicked and flailing around in a mockery of playground exercise. It does not need a face for you to feel bad about killing it.",
This issue right now is that its called a 'burned child zombie', which is an issue if that corpse gets burned. It becomes a 'burnt burned child zombie'
So, quick question here. When upgrading between experimental versions, I just wanna copy my saves and config folders, right?
Why is there a morale issue at that point? The sheer charring should readily make it look very clearly un-empathetically like a puppeted corpse at this point, no?
I figure it'd be less jarring to see it dead on the ground by your own hand than having it still walking around and lunging at things, but the same goes for normal zombies.
It's also a pain to grind and there aren't any books that come to mind that can boost it higher
Also, what is this I'm hearing about cataclysm 2?IIRC, it's a project that Whales started work on years ago, well before he moved on from Cata 1. Can't recall hearing anything about it coming to fruition, but I haven't looked into the original branch of Cata for at least a couple years.
That's not a reference I was expectingWhy is there a morale issue at that point? The sheer charring should readily make it look very clearly un-empathetically like a puppeted corpse at this point, no?
I figure it'd be less jarring to see it dead on the ground by your own hand than having it still walking around and lunging at things, but the same goes for normal zombies.
Also, what is this I'm hearing about cataclysm 2?Cataclysm's original creator (http://whalesdev.tumblr.com/) is working solo to make a new version from scratch. It will almost certainly be something very different from DDA when it's done. No release date, though.
He essentially posted that he had canceled it (due to lack of time/energy), then later posted that he was still working on it occasionally, then later posted that he hadn't touched it for over a year (as of last march).Also, what is this I'm hearing about cataclysm 2?IIRC, it's a project that Whales started work on years ago, well before he moved on from Cata 1. Can't recall hearing anything about it coming to fruition, but I haven't looked into the original branch of Cata for at least a couple years.
Anybody know of a fix for the screen going all black if you tab out when in fullscreen mode?Not sure about fullscreen, but I get black screens too when my computer monitor goes on sorta standby. I forget the technical term. Best I figured out is to save the game and reload it.
Some sort of health monitoring device would be nice. Maybe it could be a mod you can attach to computers or something. Or just have it as a wristband/smartwatch. Not that I think smartwatches are actually good at it, but it's something currently going on right now in our world, and they've got nuclear powered cars out in magical New England.
Welp. Stable release shows [[[]][][][][ in each place, where should be text. :-\
Step 1: Use Experimentals
Step 2: Play the game
This is the advice anyone that's been here awhile will give you.
In other news, I agree with the "no hidden values" folks. Plus that "health" is out-dated now that there's vitamins you gotta keep track of now. It's a roguelike, not a zombie survival sim.Wait, so there's stats in place to require you to eat a varied diet and not just "health" food?
Step 1: Use Experimentals
Step 2: Play the game
This is the advice anyone that's been here awhile will give you.
I used experimentals first, then was told, that it is because of experimentals and I should totally use stable release.
Latest stable was used huh.
Ehm, used to play cataclysm on previous computer, it had windows with russian language, but everything worked fine there.
Blacklisted acidbombs from the mod, and added 4 new ones.
Sizes 1-4
Requires progressively more string, and some rags to make sure the glasses stay stopped and dont break from clinking together.
size micro, small, medium, large.
size micro does 1 tile of a little acid.
sizes small, med, large do more acid, culminating with large doing normal acid.
This is effectively a nerf of acidbombs, because to get the same bang for your buck you need a bomb 2ce as large, but its certainly more plausible than half a liter of acid making a 3 meter by 3 meter pool of thick acid.
Also, also also also, you can use micro bombs to place 1 tile of weak/moderate acid. NPCs could be given these as grenades. IDK if they use thrown weapons. I could test this. Or perhaps make a basic gun/lobby tool for them or you.
I want to do something with the 3L glasses and acid. The issue being the size and weight. And that, well, it wouldnt spread as well as a 1 liter bottle. or 4 glass flasks tied together.
pedit:
Going from the top left and going clockwise:
micro acidbomb, small acidbomb, medium acidbomb, large acdibomb. On the bottom is the everlasting acidbomb in the game currently.
(http://i.imgur.com/A4VGoAt.png)
I, personally, have set up in a 2-story brick house with basement :D
The spider promptly learns to drive and runs you down.
Yes? No? Would you accept this as a change?
Eight eyes. Eight legs. One brain. A spider has the awareness of four humans and the agility of two. All vehicles in C:DDA seem to be automatic transmission and have cruise control. I'm sure it could figure out the technique well enough to run someone over pretty fast.The spider promptly learns to drive and runs you down.
If a human can't drive effectively without years (driving skill is so damn sloooooow) of practice, what makes you think a spider can do better in 2 minutes?
So I found a battered pickup truck and was driving it back to my base when I came across a nice RV. I decided to take the RV instead, but it had no battery charge.
As I was swapping out the battery from the pickup to the RV a big spider appeared right next to me. I ran into the pickup truck but the spider followed me inside, so I ran out the other side and mangaged to close the door just in time. I then ran round the back of the pickup to the otherside and closed the door, trapping the spider inside.
Just hope I don't forget there is a spider inside if I ever come back for it.
On the topic of vehicles (which is about 70% of the reason I play the game) is there any way to disable them spawning, or at least limit them in some way? I can usually get a working vehicle within the first day, and more than once it's been a tank or a luxury RV. I'd like to have to build a vehicle from scratch out of wood or scrap metal, or use parts salvaged from mostly destroyed wreckages, instead of finding a fully intact truck with the only damage being a scratched storage box.Not afaik.
But, zombies have shown markedly more able to spread out in any area and destroy vehicles enough to disable them without exploding the gas tank. Theyre getting better at horde pathing and not killing themselves and being generally a problem.I dunno, having zombies acting intelligently is kinda unsettling. Are they going to work out how to open doors next?
Being able to tune vehicle spawns would be pretty great actually.I hope not.But, zombies have shown markedly more able to spread out in any area and destroy vehicles enough to disable them without exploding the gas tank. Theyre getting better at horde pathing and not killing themselves and being generally a problem.I dunno, having zombies acting intelligently is kinda unsettling. Are they going to work out how to open doors next?
Good god, I forgot I was in the C:DDA thread for a second :OThis happens to me semi-frequently, and always serve to make Real Life seem a bit more awesome. :D
Anyway, its been a long time since I last followed this thread so I have a question, did you guys fix the windows 10 incompatibility bug yet?The what?
I do the same, makes it much easierHere's a fun thing I stumbled into actually. Hit % then you get a list of things you can do with the items in your inventory. I know the tailoring kit is there, but I forget the hotkey for it. You can also use it to take vitamins with v.
a = crowbar until I need to use a sewing kit
t = lighter/matches
f = flashlight
sewing kit is A
tailor is a
hey, anyone else notice that you cant do 'advanced keypresses' now that we can see what happens in between our turns?Can you give an exact before/after example of the problem you are having? Because I honestly have no idea what the "advanced kepresses" that you are talking about are (or why the sort of behavior you currently seem to be talking about would ever be intended).
Like, I cant tell the game to go into the car, close the door, get into the driver's seat, and start the car before the game processes you getting in?
I still can't work out if the 'jackhammers can't break reinforced glass' thing is a bug or is intended behaviour. I noticed someone had reported it on the Cata forums, but it had been ignored.I think it's a "reinforced glass has a bunch of special cases around it from way back in the days of whalesdev and nobody wants to try to figure out how to keep the entire game from potentially breaking when you break the glass."
I'm not sure why that's happening, but it does remind me, did they fix the coffee-shop spawns bug? I'm playing on a relatively old experimental and part of the reason I stopped playing was because early-game looting is impossible because any town that has a coffee shop in it is a deathtrap.
Edit: While I'm posting, might as well ask, is there a way to clean clothes now that all zoombie clothes are filthy and give negative morale to everyone? Tried toilet water and/or a bar of soap, but couldn't figure it out.
Well, they already have storage spaces... But I kinda wish belts could be used to hold something, and that they where more prevalent. Also, suspenders.
Sorry for the dual posting, but I just died to the cheesiest cheese death I have yet to find. Youknow how when overloaded you are slow? You know how wasps are fast? Well, I was overloaded, a wasp shoes up, and thanks to my horrible rate of movement it took me from full health to nothing in three limbs before I died, without my getting to act once.Probably a good idea to put all your stuff in shopping carts instead! I can imagine it'd be hard to fight back against a wasp while your whole body is trapped beneath a pile of objects :P
Only toolbelts, survivor belts and firefighter belts can hold, or even do, anything.Leather belts can hold small things.
Coming back to this after a long-ass time away.
I notice the stable and experimental builds are over a year apart. Howcome there hasn't been a stable release in so long? How much has changed in the experimental from 0.C?
Thanks!
Theres a list of milestones they set out to complete before they release a stable version. That list is long and not finished. They also have so many new features being made up right now, like 3D, filthy clothing, evolutions, nerfs to OP stuff, and a whole slew of new buildings and building types. Over 20 kinds of house these days, and actual neighborhoods/downtowns instead of everything mismashed
EDIT: And speaking of driving, this Beetle seems to lasting a very suspicious amount of time on 0% gas. Can fuel meters be broken, is that a thing now?
I find it really distracting while trying to drive - never had a problem in the old system, even when I'm zooming along at high speeds with low driving skill, but these weird time-skip turns are completely throwing me off. Think I'm gonna be traveling on foot until it's fixed.
Went down a set of stairs, game warned me it was hot and asked if I really wanted to do that. Decided to check it out anyway, thinking I could just go back up if it was anything too bad.
It was magma. It was full of magma. And there was no stairs. Welp. I hope I can find the shopping cart full of loot I left behind when I went down when I make a new character.
So. I got hit by some fire from a fire breathing young ant queen (Why fire!?) and my holster got instantly destroyed. So I picked up my tec-9, and my drop leg pouches then spontaneously combusted, causing items to fall out of my inventory. Except they didn't, they just vanished into the aether. One of them was my tec-9 which I had just picked up. Oh, also my backpack and boots say burnt despite being at reinforced durability. So uhh, yeah. fire is being weird with items.You dont like fire breathing ants?
... My character is Martin Woodward, a near-sighted butler with a passion for parkour. ...
The ease with which you can get large supplies of guns and ammo from basements makes gun shops being locked/secured rather pointless, though.i used to, back in 0.C.
And I know all about being a naked hobo. My standard start is shower victim evacuee, surrounded start, no skills. If I can run through the horde and reach civilization before I freeze to death, I consider myself lucky. But that just emphasizes how useful houses are in such a scenario - nearly everything in them is useful. Particularly clothes, at that point. There's a great charm to breaking into a house, quickly blocking the door with a bookcase or two while you hurriedly changed into whatever mismatched clothing you can pull out of the dresser, and then jumping out the window and dashing down the street to the next house hoping to find a hammer, frying pan, or something altogether not terrible for smashing heads with.
Eschewing that in favour of entering your first basement and finding guns and enough ammunition to just blow apart anything that may be chasing you... that doesn't sound like it benefits fast play - to me, it sounds like it destroys it.
But before that, I was wondering about mutations and thresholds - is it possible through ludicrous amounts of serums to get all the positive mutations in a category without the negative?
So, as someone who last played when smacking apart a locker and bashing a pipe into a crowbar made a normal instead of a makeshift one, what's the current meta-build for getting a good run?
Try having NPCs on! They're now much less buggy, and can be recruited. If you recruit them, they'll hit/block zombies, help with crafting, and you can stop them from looting.
Now that we've all had some time with it, what's everyone's thoughts on the new multipool character creation system? Do you stick with the old single pool instead? What are your go-to multipool builds?
Oh, PK, how's the merging of your mod going?90% done. Most of the locations, all of the monsters, all of the location/item/monster spawns are in their proper places.
It's probably obvious, but is there some way to (re)heat up something like canned food or leftover soup, other than using a heat pack on them? It seems a little strange that that would be the only possible way, but I'm not seeing any way to do it otherwise. I'm running the latest experimental.I love when I mistake this for the Simple Questions Thread.
Is it just me, or are grenades and explosives in general a bit... underwhelming, with their area attack? I mean. I am currently playing a very unlucky girl (elementary student background, low stats to match) that has survived:If i remember right most of the mines *exept bouncin betty type* sends 90% of their force upward due to the fact they are buried and inflict most damage to watever is straight on top * was meant to stop vehicule and instill fear in infantry* anti personal mines send more shrapnel all around than explosive force. Im not an explosive expert but that what i gathered on the subject from various source, some being unnoficial or contextual.
- a moose attack, by sprinting fast enough not to get pummeled to death before leading the thing into a minefield. The explosion, one tile behind her, killed the moose, tore up her clothing, and caused some moderate damage.
- a wolfpack attack at night, by leading them into the same minefield, where one of the wolves exploded in a similar fashion to the moose previously, again dealing more clothing damage than actual damage.
- a chicken-walker attack, by pedaling all-out on her bicycle until the thing also stepped on a mine in the same minefield. (that minefield is a gift that keeps on giving) So the mines deal excellent damage to the target in the tile, enough to destroy a rampaging killer robot, but not enough to even seriously injure a little girl three feet away.
- a zombie grenadier. She was helped by a dismounted M249 machinegun (that she barely has enough strength to carry), but she survived two of the grenade-hacks exploding right up in her face as she ran to get up close and kill the thing.
So... if a mine or a grenade can't kill an unarmored little girl by exploding right next to her, what can it kill?
Yes, explosive power is underwhelming against non (n)pcs. Theres a reason for that.I have a different problem. The explosive weapons (mines, grenade-hacks) that explode right up in my (or rather, the elementary schoolgirl's) face, fail to inflict appreciable damage. The girl was wearing basic clothing, ate two grenades with her face point blank, and was right as rain after a small bundle of bandages and a sleepover in a bush. I get the feeling that basic explosive devices should be dealing more damage, or actually cause concussive damage like internal bleeding and other kinds of organ damage. I'm just saying that it's kind of silly for a schoolgirl to survive a military evil homing handgrenade, let alone two. These sort of things should be more dangerous.
(N)PCs have 6 body parts. Monsters have 1. Thats why.
When you take explodey damage, you take 20 on your head, 15 on your torso, 5 on your left arm, etc. This adds up to a lot of pain and a death by 1000 scratches for NPCs.
when a mon takes explosive, it take 20 on its body. It doesnt feel pain, and it doesnt slow down due to pain, and it isnt smart enough to panic, and its immune to many secondary effects that a survivor would feel.
Additionally, most monsters have increased health in proportion to NPCs because they have but 1 part. They also simulate the idea that most monsters, including zoms, are naturally tougher than an average humie of 80 health. so 20 damage is piddledicks to that.
The damage dealt by raw explosions does not include any shockwaves or shrapnel. So yes, explodies are more or less useless against mons. Or at least you must recognize their limitations.
Had you taken any frailty traits? Might be characteristic given the character you're looking to play as. Something like "pain intolerant" and "thin skin" (don't remember if the first one is actually a trait) would be applicable as well.Yes, explosive power is underwhelming against non (n)pcs. Theres a reason for that.I have a different problem. The explosive weapons (mines, grenade-hacks) that explode right up in my (or rather, the elementary schoolgirl's) face, fail to inflict appreciable damage. The girl was wearing basic clothing, ate two grenades with her face point blank, and was right as rain after a small bundle of bandages and a sleepover in a bush. I get the feeling that basic explosive devices should be dealing more damage, or actually cause concussive damage like internal bleeding and other kinds of organ damage. I'm just saying that it's kind of silly for a schoolgirl to survive a military evil homing handgrenade, let alone two. These sort of things should be more dangerous.
(N)PCs have 6 body parts. Monsters have 1. Thats why.
When you take explodey damage, you take 20 on your head, 15 on your torso, 5 on your left arm, etc. This adds up to a lot of pain and a death by 1000 scratches for NPCs.
when a mon takes explosive, it take 20 on its body. It doesnt feel pain, and it doesnt slow down due to pain, and it isnt smart enough to panic, and its immune to many secondary effects that a survivor would feel.
Additionally, most monsters have increased health in proportion to NPCs because they have but 1 part. They also simulate the idea that most monsters, including zoms, are naturally tougher than an average humie of 80 health. so 20 damage is piddledicks to that.
The damage dealt by raw explosions does not include any shockwaves or shrapnel. So yes, explodies are more or less useless against mons. Or at least you must recognize their limitations.
No, it hadn't occurred to me to make her extra frail. I might have to purpose-build a very frail character next time. Not sure what to do with all the bonus points though.Had you taken any frailty traits? Might be characteristic given the character you're looking to play as. Something like "pain intolerant" and "thin skin" (don't remember if the first one is actually a trait) would be applicable as well.Yes, explosive power is underwhelming against non (n)pcs. Theres a reason for that.I have a different problem. The explosive weapons (mines, grenade-hacks) that explode right up in my (or rather, the elementary schoolgirl's) face, fail to inflict appreciable damage. The girl was wearing basic clothing, ate two grenades with her face point blank, and was right as rain after a small bundle of bandages and a sleepover in a bush. I get the feeling that basic explosive devices should be dealing more damage, or actually cause concussive damage like internal bleeding and other kinds of organ damage. I'm just saying that it's kind of silly for a schoolgirl to survive a military evil homing handgrenade, let alone two. These sort of things should be more dangerous.
(N)PCs have 6 body parts. Monsters have 1. Thats why.
When you take explodey damage, you take 20 on your head, 15 on your torso, 5 on your left arm, etc. This adds up to a lot of pain and a death by 1000 scratches for NPCs.
when a mon takes explosive, it take 20 on its body. It doesnt feel pain, and it doesnt slow down due to pain, and it isnt smart enough to panic, and its immune to many secondary effects that a survivor would feel.
Additionally, most monsters have increased health in proportion to NPCs because they have but 1 part. They also simulate the idea that most monsters, including zoms, are naturally tougher than an average humie of 80 health. so 20 damage is piddledicks to that.
The damage dealt by raw explosions does not include any shockwaves or shrapnel. So yes, explodies are more or less useless against mons. Or at least you must recognize their limitations.
Well, technically land mines are not supposed to be lethal. An infantry mine is supposed to maim the guy stepping on it, causing a casualty that has to be treated and taken to safety. Mines meant for vehicles are another thing entirely, of course. Perhaps the game will differentiate between different types of mines at some point.
I have noticed that dropping a grenade at my feet or holding dynamite with a lit fuse is significantly less deadly than it used to be. Even mininukes seem less... nukey. The radiation killed me last time I used one.Last I checked they were nerfed somewhat because people were complaining about instantly getting blown up by explosives or something similar without much hope of survival, (which honestly you shouldn't have for many weapons). That was a long while back though, so it's possible that it's something else; and if what you are speaking about is true then honestly they probably need to be somewhat buffed back at least a bit.
I might just be weird, but I don't think that simulation-ish games like this should be fair. "Survivor stumbles out of shelter, immediately explodes" seems like a perfectly valid story to me. :PAnd that's not what usually pisses people off, it's the stories that were more like "Godlike survivor in year four who can explode zombies with his mind and who's player has sunk over 100 hours into him accidentally steps on landmine and explodes" that tended to make complaints appear. :P
That kind of thing is what makes me feel like Cata would be better if permadeath was optional. Cata has deep and immensely fun gameplay, but it requires an unusual amount of investment for a roguelike, which makes a death in Cata much more frustrating than one in, say, NetHack or DF Adventurer mode.I might just be weird, but I don't think that simulation-ish games like this should be fair. "Survivor stumbles out of shelter, immediately explodes" seems like a perfectly valid story to me. :PAnd that's not what usually pisses people off, it's the stories that were more like "Godlike survivor in year four who can explode zombies with his mind and who's player has sunk over 100 hours into him accidentally steps on landmine and explodes" that tended to make complaints appear. :P
There are already quite a few of those though (smoke, flashbang, tear gas, etc), and once I've been playing long enough to find more than the odd one in a crate, I find I rarely need to use them.
That kind of thing is what makes me feel like Cata would be better if permadeath was optional. Cata has deep and immensely fun gameplay, but it requires an unusual amount of investment for a roguelike, which makes a death in Cata much more frustrating than one in, say, NetHack or DF Adventurer mode.To be fair you just have to force quit before moving on from the "you died" menu and your character should still be just fine IIRC. :P (You may also be able to move the graveyard file back into the normal character file location and that may revive you as well, I don't remember if that was working or not last I checked).
I know that you can savescum like that (it's how I get around YASDs from, say, encountering hulks on day one or antimaterial turrets outside the shelter; I hate YASDs in Cata because unlike other rogulikes I spend up to ten or fifteen minutes building a character,) I'm just afraid it'll accidentally get patched out someday :PThat kind of thing is what makes me feel like Cata would be better if permadeath was optional. Cata has deep and immensely fun gameplay, but it requires an unusual amount of investment for a roguelike, which makes a death in Cata much more frustrating than one in, say, NetHack or DF Adventurer mode.To be fair you just have to force quit before moving on from the "you died" menu and your character should still be just fine IIRC. :P (You may also be able to move the graveyard file back into the normal character file location and that may revive you as well, I don't remember if that was working or not last I checked).
Just a popping in to say that Chesthole's Tileset support a tileset for most the critters added by the, my, mod.
Ive got the coregame's version squared away okay, but Ive recently began playing with items and a few critters for the beta, located at my sig.
-Triffid antivenoms, to block and cure poisons. royal jelly only cures it, doesnt block future attacks.
-Fluid sacs can be cured into pouches that can be worn or crafted into small traps/grenady objects.
-Doomlab, a lab of DooM
-Homemade molotovs for early firestarters. May or may not do anything.
-Large public cemeteries.
-Blind zombies, agile blind zombies too.
-Actually semi-dangerous wild animals. A bear tore through my leather vest and leather duster with 1 swipe. A cougar actually stalked me.
-More dangerous mines. Faultines and wyrms gonna nom you down, doggys to come.
So.... It seems that Cataclysm has been stuck in 0.C for a long time now in comparison to other versions. Is this due to fewer people working on it? 0.D just being many times larger an update than the others?
So.... It seems that Cataclysm has been stuck in 0.C for a long time now in comparison to other versions. Is this due to fewer people working on it? 0.D just being many times larger an update than the others?
Has anyone tried recreating a World War Z-type survival experience? That's pretty much my dream with Cata but I always run into the same problems.
I remove all the extraneous zombies, creatures, etc. until I'm left with some fairly normal zoms and wildlife and NPC's. I try to take balanced, RP-heavy perks.
I find that the sound mechanics for spawning zombies are terrible, leading to broken immersion when a basement I just cleared out is suddenly full again, or a patch of forest I've scoured for days suddenly contains a horde. The other option, static zombies, leads to weird gamey experiences where I've cleared out a certain portion of the city and face no risk at all beyond the occasional NPC.
And then, once I finally do make it pretty far with a vehicle and gear and food and a base, it just becomes immediately boring without any of the usual end-game content - I find that stuff pretty cheesy and ridiculous so I tend to avoid it anyways. Like, boring because nothing is threatening anymore. And unlike DF, my attempts at RP end up just feeling like meaningless tedium for the sake of a story.
I guess I just want more RP focused mechanics, lessening the stat-focused item-sorting elements of the game and refining the survival-sim aspects into something less repetitive/gamey. Maybe I should just STFU and start modding. . .
Has anyone tried recreating a World War Z-type survival experience? That's pretty much my dream with Cata but I always run into the same problems.That is a great idea, and I support it. +1 to that. This roguelike has come a very long way, even when Whales was the developer. Finally this game is reaching the dream I think everyone always had for it. :)
I remove all the extraneous zombies, creatures, etc. until I'm left with some fairly normal zoms and wildlife and NPC's. I try to take balanced, RP-heavy perks.
I find that the sound mechanics for spawning zombies are terrible, leading to broken immersion when a basement I just cleared out is suddenly full again, or a patch of forest I've scoured for days suddenly contains a horde. The other option, static zombies, leads to weird gamey experiences where I've cleared out a certain portion of the city and face no risk at all beyond the occasional NPC.
And then, once I finally do make it pretty far with a vehicle and gear and food and a base, it just becomes immediately boring without any of the usual end-game content - I find that stuff pretty cheesy and ridiculous so I tend to avoid it anyways. Like, boring because nothing is threatening anymore. And unlike DF, my attempts at RP end up just feeling like meaningless tedium for the sake of a story.
I guess I just want more RP focused mechanics, lessening the stat-focused item-sorting elements of the game and refining the survival-sim aspects into something less repetitive/gamey. Maybe I should just STFU and start modding. . .
You can disable resurrection by using the appropriate mod.I regret doing this in my latest game. It saves a bit of time from smashing or butchering but it also reduces the threat of large groups a lot. Can just kill everything with a car.
EDIT: Just had this and thought it was funny.(https://i.imgur.com/CG9X33y.jpg)
(http://i.imgur.com/TmbdbBf.png)
Woke up one morning to find my entire stockpile of food gone. A quick investigation revealed a survivor hiding in the corner of the mall that I'd reinforced, shortly followed by a spray of bullets and my subsequent death. Turns out a Glock can fire faster than a heavily modded M4. Whodathunkit.
Are you sure you have wander spawns off?Yeah, but if I'm starting with dynamic spawn, it shouldn't matter, right? No zeds for first 90 minutes.
Also, how far from the city is your shelter? Sometimes the shelter is in the city or right next to one (2-3 map tiles is not a safe distance)
Are you sure you have wander spawns off?Yeah, but if I'm starting with dynamic spawn, it shouldn't matter, right? No zeds for first 90 minutes.
Also, how far from the city is your shelter? Sometimes the shelter is in the city or right next to one (2-3 map tiles is not a safe distance)
LMOE shelters are no longer a safe haven, with random NPC spawns turned on.
I never had problem with neutral NPCs looting my stuff. Do you guys close your doors?
my cell phone took up the same amount of space as a pill. :D
okay, so, I lucked out as long as I don't go anywhere near it.Spoiler: Is it really a spoiler? (click to show/hide)
Selling your soul to Cthulu is not like selling it to satan; with satan it's a massive advantage in exchange for a massive disadvantage later. With Cthulhu, what happens doesn't really make sense in terms of good or bad, things just happen.
I had a staff one time that gave me Clairvoyance, basically see everything everything at max sight range like it's daylight. The downside was... it rattled occasionally.
Having some real survival issues recently. I'm in the winter of my second year and the amounts of dangerous zombies has gone insane. I can't fight anything more than a hungry zombie, and zombie horses are guaranteed to splatter me all over the door of my truck before I can start it.
I'd set up camp somewhere to build up weapons (not that I need it, my car is literally a moving lab/factory/5 star restaurant/zombie shredder) but I can't stay anywhere longer than a day. I've had to go days without food because every time I stop to fish or forage, I get overwhelmed by every zombie type imaginable. I'm practically living off multivitamins and aspirin at this point.
Also as a side note: Is asthma meant to actually be dangerous? I was worried that I'd suffocate when my inhaler ran out, but that was almost a year ago. Now it just wakes me up a few times a night and doesn't seem to do much else.
Having some real survival issues recently. I'm in the winter of my second year and the amounts of dangerous zombies has gone insane. I can't fight anything more than a hungry zombie, and zombie horses are guaranteed to splatter me all over the door of my truck before I can start it.
I'd set up camp somewhere to build up weapons (not that I need it, my car is literally a moving lab/factory/5 star restaurant/zombie shredder) but I can't stay anywhere longer than a day. I've had to go days without food because every time I stop to fish or forage, I get overwhelmed by every zombie type imaginable. I'm practically living off multivitamins and aspirin at this point.
Also as a side note: Is asthma meant to actually be dangerous? I was worried that I'd suffocate when my inhaler ran out, but that was almost a year ago. Now it just wakes me up a few times a night and doesn't seem to do much else.
Which part? Most of it was just a comment on the difficulty and the weirdness of asthma.I'm not sure, as I'm going off an anecdote I can barely remember, but maybe it's such that asthma can kill you if you're currently kept unconscious by sleeping medication?
The difficult is a little extreme but It's not so terrible that I can't play. Spiked plating and a heavy crossbow do most of the work, but camping anywhere except my car is a no-no.
As for the asthma, I read on the wiki could kill you, but I've yet to really see any negative side effects other than the mentioned waking up ten times a night, which happens with an inhaler anyway. Doesn't seem to have any other effect and just goes away on its own without an inhaler.
Given that it's a cyberpunkish setting I could totally buy a dried seaweed snack food existing.Actually, you don't need cypunk for that; I literally have a drawer of dried seaweed in my kitchen right now. It's a taste I've had since childhood: seaweed, rice, and myeolchi were staples for me. It's a bit of a cultural food, though; the setting is New England, and apparently most Americans view it as a bit odd unless they're big on health fads, which is why I discounted it.
Yeah, that's why I mentioned it in that context, it fits the cultural milieu that tends to appear in cyberpunk settings.Ah, OK, I understand what you're aiming at now. I'm also now picturing an interdimensional portal raining gim, but that's neither here nor there. :P
Though honestly you could probably come up with a dozen different justifications in Cata, from "import shop" to "interdimensional portal".
I wonder which alternate sources of calcium exist in the game. Seaweed may be out due to the New England setting (insofar as it exists, but is culturally less likely to be eaten), but beans, kale, and spinach should exist, and I seem to have fairly good luck scavenging dried beans early on. Growing them, maybe not so much, though.Wait what? Is there a hidden difference between 'meat' from an insect, and 'meat' from a woodland mammal? Or did the last two weeks see an update that added insect flesh ( I am playing a release that's about 2-3 weeks old)?
EDIT: Nope, the CDDA item browser doesn't pull detailed nutrition information. That would have been too easy.
EDIT 2: A JSON search has revealed an answer to my question. Bones, dairy, and insect flesh are the best sources, and the first two were only to be expected. Eggs then rank in, and vegetables and animal/human flesh clock in last, only above materials that don't give anything. It also reveals why the item browser doesn't pull that information; unless overridden as in fortified protein shakes and vitamins, nutrition seems a consequence of item material rather than the item itself.
... Cyberpunk? That's a bit of a stretch, imo.
It has a few common elements (pretty much only that body augments exist), but the overall theme is certainly different from a cyberpunk setting.
Wait what? Is there a hidden difference between 'meat' from an insect, and 'meat' from a woodland mammal? Or did the last two weeks see an update that added insect flesh ( I am playing a release that's about 2-3 weeks old)?The last push on my version was from mid-August, so yours is likely newer than mine. In the last version I picked up, it appears calcium is the only nutritional information field for insect flesh material, which is tied to various insect critters (so it's not just a depreciated material being phased out). I actually haven't gone on a proper bug-hunt since the release of the new nutrition system (I either keep dying or resetting in the first few days), so I haven't actually seen insect meat in the game itself to see how the raw stats actually affect the output, and I wonder if material drops might be replaced by the "flesh" JSON entry (used as the base for all general chunks of meat, among others) once butchered. Actually, they probably are, thinking on it; it's possible that "iflesh" and "flesh" are tied only to the raw material of the animals/corpses themselves, and not the butchered products (which are tied to the...abstract "flesh" of the same name? Curiouser and curiouser). That means that animal and human meat is a better source of calcium than the materials JSONs indicate, and insect meat a better source of iron and vitamin B.
Right, what git moved keybinding settings from under "?" and where are they now? And no, the menu option on the main menu does not help.
-edit-
After about 12 minutes of hitting random buttons I found it. Under escape. Perhaps a note should be added to the help screen that its there now, along with similar things.
How long ago was that? They start out now with no pickup allowed. They only pick up things when specifically told to do so. There's even a whole pickup rule list, although I can't figure out how to use that. I rather stick with no pickup, and manually give them stuff I want them to have.
Question about charcoal kilns (the built ones, not the portable one). Do I get more coal if I chop up logs into planks / splintered wood, do I get more coal, or can I just chuck whole logs into it with no penalty?
I can't find how many two by four you get from log in item browser.A lot more than 3. So it looks like sawing them up will pay off. Perhaps splintering them even moreso, I'll have a look and see how many splinters I get from disassembling a 2x4. Thanks for the info.
I just had my first experience with factions. Found an inhabited refugee shelter. Busy doing quests now for them, and the 'Old Guard' representative on site. Good times. Dead bandits. I wonder if my NPC roommate will eat human meat products.Sounds like a much better experience than my first encounter with the refugee center. Molotov-wielding arsonist in the front door + hostile critter (zombie or mi-go; I forget which) behind me = !!FUN!! Thus began and ended my first encounter with the refugee center. :P
I just had my first experience with factions. Found an inhabited refugee shelter. Busy doing quests now for them, and the 'Old Guard' representative on site. Good times. Dead bandits. I wonder if my NPC roommate will eat human meat products.Woaaaaaaa, they implemented factions already? That means the two-way radio I'm so used to dismantling has a nice use? :D May I ask an overview about all this lately? Changelog at least?
Changelog at least?
Also ignore what I said... it would be pointless...
As the only difference between a Space Rover (well the one I was thinking of) an a normal car... is that it either is solar powered or nuclear powered.
If this was a more visual game maybe... but ehh xD
I should learn how to program so I can just put a Space Rover in the game officially... since really it is all about the work.
I predict in the future this game will have computer cars :PMercedes! (that's a typical expensive car, right?)
Because we will have them in real life : 3
For now I will settle for a "Space Rover" being hidden in the game :P
Err wait not a Space Rover... that car astronauts drive? that thing!
Also ignore what I said... it would be pointless...Hm... probably? Rovers I think have huge tires which aren't filled with air, so they're probably mostly bad in full gravity. Even Mars rovers are probably solid rubber, and generally meant for the significantly lesser gravity. Also probably not rideable (well in Cataclysm, maybe humans did get to Mars).
As the only difference between a Space Rover (well the one I was thinking of) an a normal car... is that it either is solar powered or nuclear powered.
If this was a more visual game maybe... but ehh xD
I should learn how to program so I can just put a Space Rover in the game officially... since really it is all about the work.
Look at the guy from the new Deus Ex games whose name I've forgotten!
EDIT: holy mother of KABOOM! I must remember to not try and use that at less than 10 tiles away from my target. That hurt. Awesome bang for 40 UPS charge.
Sadly, the target dummy, a tree, remains unscathed. It does kill small trees though.
It would be nonfunctional on earth, due to the difference in gravity.
Look at the guy from the new Deus Ex games whose name I've forgotten!
So yeah, replacement for limbs lost in the service to evil megacorp A, with no strings attached. Really! Totally not just because there is an apocalypse going on.
What I would love would be some still functioning corp, like Umbrella in the Resident Evil franchise.
Well, upon further research, you're *technically* correct. (the best kind, I know ;))It would be nonfunctional on earth, due to the difference in gravity.I believe they are functional on earth... unless there is something I don't know.
For the MOST part they wouldn't want to create something that couldn't be tested on earth.
It might not have great acceleration mind you...
... but you'd lose in a race against a grocery store scooter.http://images.oobject.com/thumbdir/thumbnails/f/57/f574d98a39e74322aa42c6b2e11af7fe-orig
If a cripple would rather go on foot, what difference is there from being nonfunctional? :P
Spoiler: There's already an explanation (click to show/hide)
Why do slingshots make 37 noise when they fire? I thought it would be quiet, which is why I tried to snipe a shrieker zombie with it at night. Didn't go quite as well as I'd hoped.
Sadly, it is not possible to install more than one foot pedal per vehicle. So no NPC powered Flintmobile.I think these also depend a LOT on the wheels you use :P The engine does provide the force used to push the vehicle...but the support that makes it move along also matters just as much.
Also, is it me, or are engines a tad overpowered? A single V6 gasoline engine shouldn't be able to pull my 7x11 heavy frame 10000kg mobile base at a safe speed of over 100km/h (acceleration 12). At Fuel efficiency 4. It's not even a V8.
EDIT: ohwait, I forgot to turn off the second v6. Still, with one v6 it has a safe speed of 83 acceleration 7.
Discovered that you can 'a'pply a hoe to plow the land, and it only takes a minute or so. Up to now I've been using the construction menu, and that takes at least 20 minutes.
Discovered that you can 'a'pply a hoe to plow the land, and it only takes a minute or so. Up to now I've been using the construction menu, and that takes at least 20 minutes.I had that moment last week :D
So now, Im standing in by a mine, at the tail end of my DTs, and I just got spit on by a dark wyrm. Theyre still really really easy to kill, but at least they are more glass cannony than completely blind and useless chumps
Real men wield a mininuke(active) as a melee weapon.
devs seem to disapprove of the idea, tbh.I know this makes me sound like an ignorant asshole, but why then is there a lesser-quality reloaded version of every single ammo type?
they get uppity about 'items being similar'
The hand-loaded ammo? :O (I'm outdated by a few versions, excuse my lacking updatedness!) Isn't this more sensible because it can be crafted compared to the factory-made 'regular' ammunition?devs seem to disapprove of the idea, tbh.I know this makes me sound like an ignorant asshole, but why then is there a lesser-quality reloaded version of every single ammo type?
they get uppity about 'items being similar'
I know at least 3 that go well with weapons.
A shared 1st place for Krav Maga (bonus to cutting damage, try this with a nodachi haha) and Pentjak Silat (shines with piercing damage short blades. The amount of crits is real nice).
Then there's eskrima. Don't really like it. It gives a ton of fast, low damage attacks with knife and baton weapons. I haven't tried it with a baton yet, it might be good there. With a knife, I'd rather use Silat.
There's other styles too that allow for weapons, but most are really restricted (as in, you can only use thematic weapons)
EDIT: ooh! learned something new today. You can smash glass shards (the item). It destroys them completely. Thought (s)mash only worked on constructions.
So either there should be "Make-shift molotovs" made of alcohol, seperate from the real onesI suggested this and Kevin was all "no, it won't be good incendiary fuel". Because, you know, I was suggesting that you use good incendiary fuel to create a crappy, last-resort version of a molotov.
For some reason when I pry open a crate in the latest experimentals, its creating a nothing tile, like there's no floor, except it isn't even open air, like a hole down, it's literally a nothing tile.I actually just added a bitty to let people pry open coffins, so...
Im not going into it.
but I will say Im not actually 'banned' from adding to the mod. I simply refuse to while they refuse to integrate a specific portion.
Well, there are books on it.
Also, I really hope this is just as stupid a question as I think it is, but did you try fighting with just your fists?
but, youre asking for very vague advise. Specifics are much better.
Controlling vehicles isint that hard, atleast when using the numpad and with a stable design.
A moose just kicked me through a wall, collapsing part of the roof and bumping me 70 points up in pain, up to 118.
The entire front hallway of what used to be my house is rubble.
Life's tough in the Cataclysm.
I think priorities depend on game style. I tend to take night vision and scout during day for interesting map locations, raid them during night. Then I spend days in my shelter/base reading books and sleeping, maybe setting up traps. I usually get bored and quit before building mobile base or something, since after a certain point just surviving loses its appeal.
This is not critique as such, I've sunk a lot of hours in Cataclysm - it is just that once survival is no longer a challenge, I lose interest in playing the character. Perhaps one day we get long term goals or attachments to settlements and stuff, starting up settlements of ouir own.
I was suddenly inspired to try to find a youtube clip or an image of Bullwinkle in a kung-fu or karate gi. But either no such thing exists or it's not considered internet worthy enough.A moose just kicked me through a wall, collapsing part of the roof and bumping me 70 points up in pain, up to 118.Jesus Christ, that moose knows kung-fu.
The entire front hallway of what used to be my house is rubble.
Life's tough in the Cataclysm.
I heard something about multi z-level maps being planned. Hopefully that's still on the horizon. I might get back into this when a new build is released.
The next letter of the alphabet. Also muffins.
It will be 0.E just to caw you fishThis isn't a Sierra game.
I hit one last zombie... which apparently was a zombie-too-far, breaking the square of structure of the truck where I was driving, throwing me in front of the vehicle just before it ran over me at 60 mph.That. Is. Epic.
They're wafer thin~So were the zombie girls after I got done with them >_>
Is it me, or does smoking marijuana with a pipe, or smoking a joint guarantuee falling asleep when needed? It never failed me whenever I needed to go to sleep before the tired debuff shows up onscreen. I haven't tried it with the insomnia trait though.I usually use cough drugs for that.
So I've been using goo canisters to ward off manhacks and such in a lab challenge and... I have a request.
When you 'e' a friendly blob can you make it so we can.... hug it...
A ... head?pat is also an acceptable alternative.
Is it me, or does smoking marijuana with a pipe, or smoking a joint guarantuee falling asleep when needed? It never failed me whenever I needed to go to sleep before the tired debuff shows up onscreen. I haven't tried it with the insomnia trait though.I still love checking this thread after the emotions threads and being briefly confused. Sometimes it fits too well. Sign of a good (or at least expansive) simulator.
I misread that last bit at first and was amazed at humanity's ability to make anything sexy.after talking with the person i'm dating right now, i am not amazed
I misread that last bit at first and was amazed at humanity's ability to make anything sexy.after talking with the person i'm dating right now, i am not amazed
So I've been using goo canisters to ward off manhacks and such in a lab challenge and... I have a request.
When you 'e' a friendly blob can you make it so we can.... hug it...
A ... head?pat is also an acceptable alternative.
To add on to this, maybe we should have more non-drug non-book recreational activities :P
Like swimming! Or model cars. Because honestly, it feels kinda weird that there's apparently no model car kits in new england.
doitfortherp
EDIT: Spelled Car in an accent. Is fixed now :P
Also with the right equipment it seems like it's easier to fish by actually swimming after the damn things than using a fish trap, remembering not to wait too long before coming back and checking it, only to catch nothing anyway.You have to fish at spots where you can actually spot fish. They're abundant enough though. Just move a screen or two along the river until you find a spot.
A fishing rod may be better, but I don't know. Last time I tried to use a fishing rod in a river I kept getting told there were no fish, so I was probably doing it wrong.
You actually can go swimming for fun. Kinda. If you're only wearing clothing that lies close to skin (the sort of thing you'd go swimming in), "wet" changes from a morale hit to a morale boost. It's a pretty powerful boost too, up to 40 points IIRC.It also depended on the current temperature as well last I checked.
Do you mean the season length? Because you could always change that to 90 days if you wanted. The option to also lengthen construction time accordingly is newer. Though I haven't tried that one yet, partly because I fear dying from thirst while building something.Does changing the season length affect your starvation rate now? I know you have to be abysmally bad/unlucky in a really weird way to somehow starve before you get killed or dehydrate, but I always like to know the little things.
Just play the experimental version. We all do.
I was going to say that lately I've been playing the experimental builds and that they didn't seem any more bugged or crashy and the "official release" versions.
But then I started up the experimental version I downloaded earlier today and dropping in windows made items disappear into nonexistance.
Congrats on the long and positive article on RPS (https://www.rockpapershotgun.com/2016/11/14/cataclysm-dark-days-ahead/).
why?In that case, nearly every object large enough to provide coverage when held should have the ability to block. It's really not that difficult to get a decent weapon and escape from town on the first day anyways unless you up the spawn to at least 10 and turn on fast zombies, which is kind of the point here.
i have never taken a martial art at chargen.
and since when is place a weapon between an attacker and you a specific MA?
It's really not that difficult to get a decent weapon and escape from town on the first day anyways unless you up the spawn to at least 10 and turn on fast zombies, which is kind of the point here.
Not particularly tough either. Fleet footed and only sprint when you have 75% or more stamina to get to the edge of town from the center. I can get out 80% of the time, with the rest being when there is a shocker brute or spitter at every intersection. Once you're out, you can draw out regulars and let them chase the wildlife outside of town to free up space for looting.It's really not that difficult to get a decent weapon and escape from town on the first day anyways unless you up the spawn to at least 10 and turn on fast zombies, which is kind of the point here.
Said no person who has ever run a really bad say challenge ever.
Its a lot of luck. You cant outskill the amount of luck you need.
why?Well a lot of folks tend to strongly associate martial arts with asian-ey kicking and punching. When its a war art. Why would China and Japan use word from the Roman god of Wars, Mars? Its a european word used to describe fencing, shooting, wrestling, and boxing. The arts used and practice for fucking murdering foo's during war. Duckman point, is that you're just not granted swordmen skill. I've been fencing with the SCA and RenFair for years with my Epee blade, its a lot of practice.
i have never taken a martial art at chargen.
and since when is place a weapon between an attacker and you a specific MA?
Pugilism has been taught in various militaries as part of its cqc training for centuries if not thousand of years. Its arguably one of the world oldest mart arts.
http://www.martialartsplanet.com/forums/showthread.php?t=91073 An article examining the history and impact of boxing on military science. Spartans boxed. Roman legionairs boxed.
http://www.historyoffighting.com/boxing-in-the-ancient-world.php
http://www.weapons-universe.com/Brass_Knuckles/Cestus2.jpg Roman boxing glove. Its banded in iron. Others have spikes.
taking traits to trivialize early game aside,
perhaps your mistake is assuming parry is Good skill at low levels and that the same wild flailing that flavors missed attacks corresponds to more reckless parrying
its a text game; youre imagining the characters skill that the game is telling you doesnt exist.
And, more humourous, youre comparing two trained fighters to a scared, cold, and naked man and the only thing less agile than him; a corpse
maybe in basegame, but basegame is a joke anywayWell, duh. Why else would I play a legless amputee every few games?
It occurs to me that maybe this guy hasnt played in a few months. that could be it.
Was the power armor actually powered*? If not, it causes significant encumbrance if I recall. This would reduce your melee abilities to crap.
*I don't remember the exact requirements. Either an active UPS, or a Power Armor Interface bionic(along with bionic power), I think.
Hmmm, hit a bug in the refugee center. I accepted a quest from the old guard rep to kill some bandits. It popped up with an error saying it couldn't load something about the quest. I hit spacebar to continue and a bandit pops up right in the same room with me. Cue me getting headshotted with a crossbow bolt. I somehow managed to win that fight with just a single bar left of head, torso, and both arms. Ouch.
Easy to find bandit, I guess, and I got the reward from the quest but....that sucked. Almost lost a very promising character there.
Power armor helmets are separate items from power armor. I HIGHLY doubt you found both in the same Military Surplus store, given that I wasn't even aware it could spawn there at all, despite playing for years, and the fact that helmets are inordinately rarer than suits on top of that.
If you need a more graphical representation of how you died, go look up the paradisers from one punch man and what happened to them.
MI-Go's!? Power armor? VW beetle? SWAT TRUCK!?
Wtf? Did y'all mod all this after Whale left? And where can I read a list of new additions from the base game?!
Well, no.Could...you remove the tiny critters and spiders roaming about in your mod as an extra if it's possible? Or give directions how to do so? >_< I do not like the idea of me looking around and then surprise black widow right next to me, because it makes me panic and shoot everywhere or run in the opposite direction while looking back, usually away from what I'm doing and avoiding that patch of periods for quite some time. But I do like the mod in general.
Its still fairly much random wandering.
BUT
butbutbut
You could try a difficulty mod. Like the one in my sig.
I haven't played in aaaaaaages.There's a relatively simple faction system now. NPCs (if you turned them on) can be part of one of the factions. The Old Guard (Military and government holdouts), Free Merchants (People who called dibs on refugee stations) and the Tacoma Commune (Their offshoot faction that doesn't actually exist until you do some jobs for the merchants), Hell's Raiders (Basically bandits, end of the world after all) and the Wasteland Scavengers (Everyone else). You are part of your own faction, but you are effectively just another wanderer unless you piss another faction off or start recruiting.
It was fun, but once you got a proper set of gear... Boring as shit.
Do npcs and bases exist yet? I couldn't only stomach playing if there's something to do beside wander randomly.
Oh! There we go. :) Oh, I like exploring, I'm just... I get lonely, LOL. Having NPCs to interact with gives me a reason to give a damn.These are mostly just static NPCs, who are all scripted to prevent too much issue. Dynamically spawning NPCs are, as pisskop said, quite erratic. Dynamic NPCs are just about the only source of recruitment at the moment though, since money to hire the static spawning mercenaries can be a bit tricky to get.
The real issue with mutations is how obnoxiously hardcoded they are.
I'd reserve that particular label for the people who won't make a character without taking Quick and Fleet-Footed and Robust Genetics.<.< >.>
Ouch! Hmm... FEMA camp and an army bunker just north of me... But no ID card. Found the power armor near a crater, but no ID.Watch out for stragglers. There weren't just scientists in those labs.
And TWO labs south of me.
Once I get into one, I'm making it my base.
A NPC was suffering from an infection, so playing a good guy i went to find antibiotics in the nearby town.
There was a pharmacy not too far inside of the town so i thought it would be the best place to start searching without too much fighting to do.
Started to go straight to it after finding many killed zombies (the wasps around were probably the cause of that) and i was busy smashing the corspes (as i imagine you still need to pulp dead zombie to prevent them raising again as it was in old versions) occasionally fighting some more zombies and wasp.
Then i was hearing several explosions (that chesthole soundpack (http://smf.cataclysmdda.com/index.php?topic=13295.msg283780#msg283780) is rather nice to help me noticing when i wasn't paying attention to the text, though i deleted the music json as i found the music too distracting) between me and the pharmacy.
On the map apparently there's nothing there exploding like a gaz station , there are a few houses a library and something like a furniture store, so i decided to peek around a building corner and x - look at the distance what was going on in that locationSpoiler (click to show/hide)
Ok, i'll have to circle the whole location, that horde is obviously too dangerous for newly created character.
But i wonder what was the source of the several explosions i heard ? I see some smoke but they could be from those smoke zombies (they're still in the game by the way ?) too
Maybe there were some mines, as i see zombies corpses too.
I now have a cash card with over 1.5million on it. Dafuq do I use it for?
Not shown. One with water, one with raw sewage, and I tested out one with cola. Only thing I'm not sure of yet is if the milk would rot over time.
Is there anything you could do with 1,200L of spoiled milk? Does Cat have cheesemaking?
We can only hope that there's a milk tanker behind it, and a sugar tanker on its way.Yeah, because most people mix all those things together at a 1:1:1 ratio.
Ive added the compatibility mod and the blacklist mods here.
https://github.com/pisskop/PKs_Rebalancing
If you do use the 'creepy crawly' blacklist gotta tell me what to add to it.
black coffee master race
Mocha Latte? Not in MY Apocolypse
black coffee master race
Mocha Latte? Not in MY Apocolypse
black coffee master race
Mocha Latte? Not in MY Apocolypse
Chai tea master race. Down with mud bloods.
black coffee master race
Mocha Latte? Not in MY Apocolypse
Chai tea master race. Down with mud bloods.Spoiler: And I just regret that cocoa trees don't grow in New England (click to show/hide)
I find myself underrepresented. I don't drink tea (though I'm not opposed to the idea), I hate the taste of every coffee I ever had, and while I will happily drink hot cocoa it is not an every day thing.black coffee master race
Mocha Latte? Not in MY Apocolypse
Chai tea master race. Down with mud bloods.Spoiler: And I just regret that cocoa trees don't grow in New England (click to show/hide)
Welp, D.va is ruined for me. I hate that crap. :PSpoiler: Insert soda of choice (click to show/hide)
Why not put the solar cells in the carrier?
Then I started getting crazy eventually ending with a shipment of 1,200L of blood.
LOL.
Shiiiiet, I'd rather ram a blood-tanker than a fuel tanker.
black coffee master race
Mocha Latte? Not in MY Apocolypse
Sure you didn't switch to KPH and not notice?Still says mph on the screen, but it is as if I did. Hitting the speed increase once takes me to 20 mph, twice 40 mph, three times 60 mph, etc.
Hey, what ever happened to helmet netting? It looks like it was removed from the game, but why?Looking at old issue lists on github it seems it was determined that it would give too little storage realistically to have any storage value at all, so storage was set to 0. And then there was another submission later just removing it entirely for being useless and confusing to newbies.
Hey guys, quick question: is there a lista somewhere that relates each melee weapon with the skill it uses?Create a fresh world and character with no skills in cutting or piercing, debug a rapier/low encumberance armor and stab up some zombies.
I have Piercing Weapons almost on level 4 and want to forge a Rapier, but am unsure if it really uses piercing. If its cutting, I would rather go for a longsword-type. The material, especially the forge charges, are kinda steeped to keep trial-and-error methods. Help?
Edit2: Also, why can't I make a jam sandwich with a butter knife? What makes my entrenching tool a better tool for this task?
Hey guys, quick question: is there a lista somewhere that relates each melee weapon with the skill it uses?In an item's damage stats, Bash is always the same, but the other switches between Cut and Pierce depending on the skill it uses. Also, such a list would be difficult to make as any item is theoretically a melee weapon, and many train and utilize both bashing and cutting/piercing (the zweihänder is a good example).
I have Piercing Weapons almost on level 4 and want to forge a Rapier, but am unsure if it really uses piercing. If its cutting, I would rather go for a longsword-type. The material, especially the forge charges, are kinda steeped to keep trial-and-error methods. Help?
Sometimes you just get really hungry and all you have is three bags of scavenged bread and a jar of jam that some kid at school was carrying around before they died.
Edit2: Also, why can't I make a jam sandwich with a butter knife? What makes my entrenching tool a better tool for this task?
Just how large of a sandwich are we talking about here. . .?
Why would you put an electricity generating device on an electric engine?
Welp. I'm sad as usual that Arcana got utter shit in terms of votes. ._.But I love Arcana :(
I wonder why no one has added Solar Houses into the game. It'd be pretty handy to actually have a house with electricity, especially one with battery packs to keep it charged when the sun isn't out.
People who make mobile bases would probably love these mobile homes once I get the mod fully put together. Making sure they will need significant modification to work as one though. Wheels are in the wrong places, no engine, lacking in drivable controls, terrible line of sight...I think RVs will have to be a bit rarer for your mobile home to compete.Spoiler (click to show/hide)
Wait, that actually works?Considering that's how jumper cables work in real life, yeah. It sends a small amount of power over to the other battery, which is then used to start the engine. The receiving car's alternator takes over from this point and starts feeding surplus electricity to the battery.
How exactly does it work? Does it charge the battery a bit, or no?
I build from scratch usually, tearing apart every vehicle I can lay hands on for more materials, eventually it ends up being some titanic rolling storehouse with military plating covering every surface. Speaking of deathmobiles (since I'm still on 0.C and no amount of 'the experimental is fine' is going to make me move), are heavy duty quarterpanels ever going to be a thing? Using heavy duty boards for every part of the vehicle just feels wrong (and I absolutely assure you that armored quarterpanels are a real thing.)Yeah, heavy duty quarterpanels are a thing in experimental and you'll get them whenever the next stable release happens. The aisle curtains even make them, functionally if not visually, better than reinforced glass windshields for windows. I'm still a bit disappointed at the lack of shutters for windows though.
For some reason I can't add an alternator to my electric motor. No clue why. My Solar APC has no alternator, and I envision future problems from that...
For some reason I can't add an alternator to my electric motor. No clue why. My Solar APC has no alternator, and I envision future problems from that...yea
Wait, what happened to swappable batteries?Swapable storage batteries are still in last I checked. But they need a swappable storage battery case to be installed (they are otherwise normal storage batteries) also normal car
So Ive been experimenting with removing the Greenies as the default zombie spawn.
What I mean is, the game rolls a 1000 sided die when decides it wants to spawn something. It adds up all the spawns in the group it has chosen to spawn (based on location and chance), and goes down the weighted list. If the die lands on a monster, it checks how expensive it is. If it can spawn it it does, if it cannot afford it or it land on a 'vacant' number it spawns the default monster.
The default monster for zombie groups is a Greenie Zombie. Ive taken them out and put the Null Monster in instead; literally no spawn. this makes it so that all the singular spawning zombies will not spawn so much. this removes a lot of the 'noise' people see in cities, and those that city raiders get pissed about being everywhere.
This makes cities 'feel' safer. Loot 'looks' safer. And they are to a point. no loose walls of zombies milling around, only tighter groupings, as if they were drawn together by noise. You can grab your items, but hordes still exist (or dont, but I assume you use hordes if when I make the mod so it might just be easier now if they are off).
But, this makes hordes more sudden instead of a floating entity that trickles in. this makes the zombies more ambushy and makes them less noisy and thus more stealthy. This makes raiding more dangerous but less stressful. This allows players to die by their own actions, by choosing to chase that loot rather than suicidally yolo into a crowd.
So would you could you try the mod and give feedbacks?
https://github.com/pisskop/PKs_Rebalancing
For reference, I tried 4 times today to make it to sunup and did 1 time. The other times I died to running blindly into a crowd (naked and dark start), Zombies tearing down my wall (stopped to read a book), and good old cooking ammo (fires be useful yo).
-batteries-
Theres a few natural laws that would stop that from happening. The few electric vehicles that do have any form power generation in their drivetrain have it to regain power while braking, and most are trains.
Theres a few natural laws that would stop that from happening. The few electric vehicles that do have any form power generation in their drivetrain have it to regain power while braking, and most are trains.
What kind of laws stop this from happening? According to this wikipedia article, there's already a prototype that can do this: https://en.wikipedia.org/wiki/Solar_vehicle
I'm just curious to the reason as I thought it was possible, just not practical.
sunlight->solar panels = electricity->engine->wheels = motion
battery-/\ ->battery = storage
->vehicle electronics
->waste heat(not represented in cataclysm)
fuel->engine->power->wheels = motion
-> alternator = electricity->vehicle electronics
->battery
->waste heat(not in cataclysm)
Only really I like the APC is for storage. I have... Jeeze... 10 trunks, each with 650 volume capacity, plus a bed with a down pillow, down blanket, and sheet, with a 9mm and fire extinguisher hidden beneath ;) Got my M2 Browning (came equipped) on the roof, not sure how it works but I've not needed it thus far.Inboard mirrors win over security cameras if you have direct line of sight to the part they are attached to from your driver's seat since they don't use power but, ironically, you can't attach them to parts where boards/heavy duty boards are. Your APC should already have cameras and camera controls attached to it if you didn't remove them while customizing it.
Also, CAMERAS!? WHAT! Where do you find cameras?
I've got 4 basic solar cells, like 6 batteries, composite armor, reinforced tires, and my NPCs just hand onto the doors as I go. :P
I could a total of 12 NPCs huddled inside my little forest cabin...
I know I'm going to have to leave some of them behind. :( I cant ever seem to get more than 3 guys in the APC with me since I took out all the chairs.
The annoying thing is, the APC has only one window, which isn't centered. Its a reinforced windshield which is to the LEFT of the central tile, so I can use a mirror on the left and not the right, since the central tile is solid and has the M2-Browning on it.Cash cards can be deposited for real money that you can use in trades with NPCs. You can trade the cash card directly too, but they're a bit buggy since bartering seems to affect their trade value. It usually isn't beneficial, since any NPC that you can trade with will typically have fairly high skill in bartering which reduces the value of your items in trade while making theirs cost more.
In other news, I fit over 3,800 volume of useful goodies, materials, dozens of different tools, a few guns I found, hazmat suit, firesuit, and everything else vaguely useful, rammed into the 10 trunks I built into my APC. I have iron, steel, scrap, plastic, kevlar, leather, felt, 12 different types of seeds (including hemp), saw, knives, shovel, brick kiln, charcoal burner, anvil, chemistry set, hotplate, food dehydrator, and weird shit like metallic smoother which I have no clue how to use. I have thousands of items, most of which I'm clueless on their use, but I'm a flaming hoarder in videogames so it works out in my favor when I build a base.
Added a wing mirror which, after moving it around a bit, gave me line of sight to my left. Right side is still totally dark, and I had problems after ramming into wrecked cars on the highway.
I added spikes all along the front of the vehicle, which is 5 tiles wide, so I can impale anything I ram and hopefully pull the E-brake in time to not wreck my engine.
Oh, and I fixed up a motorcycle I found and parked it by my old base. Might use it to go scouting if I can scrouge up enough gas.
I've never left the starting area, and the town is now 100% dry.
OH, also, found a minefield. Got a bunch of mines I disarmed. ??? Profit?
Is money on cards useful? I have like... Half a million after looting a bank and a bunch of scientists and dead soldiers.
I am now a battle-axe wielding, (homemade)suppressed M1911-wielding lunatic in a solar APC carrying crates full of shit to fuck-knows-where to hopefully build a base somewhere.
I have NPCS all active, both wandering and static. Haven't found any static yet, except this one asshole in a basement who tried to kill me and got his ass eaten by a sewer snake I then had to kill. Had nice tools, some guns, and electrical components tho.
Btw, can I do anything with a broken manhack and burned-out implants? Or are they wasting valuable storage space uselessly?
Is it just me or has the performance been horrid in the updates made in the last two to three weeks?yes.
Is it just me or has the performance been horrid in the updates made in the last two to three weeks?yes.
So with advanced nutrition being a thing, I figured the blood analysis cbm would have given you the ability to check your current nutrient levels.
its slower nao
So with advanced nutrition being a thing, I figured the blood analysis cbm would have given you the ability to check your current nutrient levels.
Nutrition was another poorly-thought-out feature. Allegedly for a good few months, and possibly still today, the deficiencies don't even trigger any effects.
I think the main idea of it was that you didn't want to just down an entire bottle of vitamins every time you came across them anymore. Though I don't know if hypervitaminosis does anything either.I've mostly been switching it on and off to test things anyways, so it doesn't really matter.
I would prefer the new system to the old. It just needs finished.
painkillers cam be as simple as alcohol. asprin, various combat stims, etcFood has gotten hardcore in the near future then, because I ate a meat pie and drank some cranberry juice. When I said I didn't touch the stuff, I meant ANY of the stuff. I didn't even drink any soda yet.
I've just started playing again after about two months, experimental of course, and like before, I'm dealing with the fact that I'm really, really garbage at surviving in this game. I haven't made it to my first nightfall yet on any run, and I've killed all of one normal zombie though something like 8 runs.
Also I've been getting hit with acid rains out of literally nowhere, which has killed me about half of my runs. What's up with that? Is it a glitch with the particular version I'm running?
First: is it useful/worth it to use such an evil artifact? I cant tell because i'm too much of a newb.
Second: uh I guess I found that thing while harvesting random bushes in the swamp. Seriously, artifacts dropping from bushes? Shouldn't those be rare or something?
Artifacts usually spawn in very noticeable areas. Usually in a 3x3 of rubble surrounded by a completely single-detail area of dirt for a small distance (Maybe 10x10 tiles or something, it's not very big). It looks similar to a small minefield, but there's an artifact in the centre. Sometimes this dirt zone generates without an artifact, which sucks because it always makes me wonder what I could have found
Well, I've managed to survive a couple days this time because I tweaked some of the settings so that everything isn't suffering. Problem is, I have a wheelbarrow and a shopping cart full ofhoarder crapuseful supplies that I really want to bring with me over to the local survivor complex, where I'll hopefully be able to set up a permanent base of operations. Problem is, it's on the far side of a city and the last thing I want to do is make three runs through a place filled with nasty things while dragging around a ton of material.
Problem is, all the local cars are either surrounded by zombies of varieties I'm ill-equipped to slay or derelict, and I've never actually survived long enough to actually learn how to fiddle with mechanics, and also I don't actually have a good set of tools for mechanics, and finally there's no nearby garages to source vehicle parts or more tools.
How do I best proceed from here?
How do I best proceed from here?
Well, I've managed to survive a couple days this time because I tweaked some of the settings so that everything isn't suffering. Problem is, I have a wheelbarrow and a shopping cart full ofhoarder crapuseful supplies that I really want to bring with me over to the local survivor complex, where I'll hopefully be able to set up a permanent base of operations. Problem is, it's on the far side of a city and the last thing I want to do is make three runs through a place filled with nasty things while dragging around a ton of material.
Problem is, all the local cars are either surrounded by zombies of varieties I'm ill-equipped to slay or derelict, and I've never actually survived long enough to actually learn how to fiddle with mechanics, and also I don't actually have a good set of tools for mechanics, and finally there's no nearby garages to source vehicle parts or more tools.
How do I best proceed from here?
I get that powdered eggs need to be re-hydrated, but I don't think I know anyone who waters down regular eggs.
just make water/milk a required ingredient for deluxe scrambled eggs and remove water from regular scrambled egg. Boom, everyone is happy.Without water, powdered eggs aren't going to work out as part of the recipe. A separate recipe for bird and reptile eggs is what's needed. The only obstacle is whether people are more annoyed about item/recipe/menu bloat or having to water eggs.
How does one fire guns mounted on vehicles?First off, you using the vehicle additions mod?
I was hoping to find a Windows executable of the original Whales version of the game. Anybody have one floating around?Based on my cursory search, the download site seems to have been taken by domain squatters. The source code is still available on Github (https://github.com/Whales/Cataclysm) if you have the know-how to compile it.
I was hoping to find a Windows executable of the original Whales version of the game. Anybody have one floating around?Based on my cursory search, the download site seems to have been taken by domain squatters. The source code is still available on Github (https://github.com/Whales/Cataclysm) if you have the know-how to compile it.
I also have a personal copy on my hard drive, but I'd rather not get into throwing it around if it can be avoided.
I also have a personal copy on my hard drive, but I'd rather not get into throwing it around if it can be avoided.
It's been a while since I played this. Has there been any development on objectives or things to do? The most interesting thing I remember is helping the refugees build up a base at a ranch, but it was the same for each character.
No.
Dev team seems to be spinning wheels on fixing behind the scenes things right now.
Allright, in that case for most turrets you need to be on the tile, with nothing in your hands, and then use the "fire' key you have for guns. You can get them working on their own, but its a bit of a pain and requires quite a bit of skill(or finding a few atomic minitanks and taking the turret systems out of their secondary armaments)
The trick is to see them ahead of time
Or, y'know, those of us who disagree with you can just keep not playing your mod.
Use the debug menu Luke, use the debuuuug menu~
If you aimed for Toady-like realism, physical stats should affect hunger ticks. If you are really muscular, you need more calories than without any muscles at all. So I suppose a gigantic bodybuilder that just sits and reads would still eat more than 5ft tall reed stick.Or a... 5ft tall read stick?
Why aren't walker legs a part on vehicles yet? Like 8-legged tanks, insect style. Slow, but ignores terrain obstacles. Potentially small foldable versions too, like spindly little legs.
Why aren't walker legs a part on vehicles yet? Like 8-legged tanks, insect style. Slow, but ignores terrain obstacles. Potentially small foldable versions too, like spindly little legs.
The dev community has very interesting ideas of what qualifies as realism for the setting.
And besides, legged based vehicles are utterly impractical so it'd have to be a completely survivor built project, which is beyond the game's single-survivor with limited tools level.
The dev community has very interesting ideas of what qualifies as realism for the setting.
And besides, legged based vehicles are utterly impractical so it'd have to be a completely survivor built project, which is beyond the game's single-survivor with limited tools level.
Don't look at me, with my acid-spitting jade-decorated leather armor, flashbang warhammers, the fucking Sigil, etc. o3o
It's tough to look at it now that it's more work to get running in the main game. :c
Walkers would be useful on rocky, mountainous, or otherwise unstable terrain that wheeled or tracked vehicles would be hard-pressed to cross. It would actually be very useful in a survival setting, as roads are probably crumbling or just straight up not there anymore and there's not really much way to build new ones, but at the same time, Cataclysm is fairly flat and there's not really many places where that one advantage would actually come into play.Yeah. Walkers on stairs are still clumsy, but they manage, whereas wheels just don't. Maybe I'm underestimating treads, but seems like legs *with futuristic algorithms* and foot-dexterity could actually do better.
That aint no 'murican tank.Never said it was. That little tune is universal. If you're pulling an epic jump with a large vehicle, you've earned the right to play it. (in that instance) :P
Tanks have come a long way but it wasn't unusual for them to become disabled for the tiniest of reasons... such as a rock got in their tracks, or they tried to clear a speed barrier.
Heck one US tank rampage was only stopped because it managed to disable itself after plowing right through several buildings... how? A cement barrier.
It is very interesting how often tanks get brought up in this thread, probably due to the lack of track components for vehicles.
Except chicken walkers are still as large as in star wars, and tank bots are actual tanks and hulks are the size of a tank.Never underestimate the ability of a tank to grind things under its tracks. :P
http://smf.cataclysmdda.com/index.php?topic=14090.0
Don't forget Chesthole's tileset default sprites having topless players/NPCs, male or female.
because when people dont wear clothing they are naked?
Speaking of what Akura said, can we just get rid of that dialogue? Not only is it unnecessarily profane to the point of immaturity, but it's completely broken and your best friend will probably scream curses you can't air on network television at you when they want to go get a box of corn flakes out of the pantry and you're sitting in the doorway.
Kinda wondering about how DDA got an Ao rating.Source? I couldn't find anything on Google, and wasn't aware niche freeware games like this even get official ratings.
It's from the official listing (https://play.google.com/store/apps/details?id=com.MichaelDavies.CataclysmDDA) on Google Play's store. Google determines ratings for its online store using self-submitted questionnaires (https://support.google.com/googleplay/android-developer/answer/188189?hl=en) which automatically generate a rating based on the answers.Kinda wondering about how DDA got an Ao rating.Source? I couldn't find anything on Google, and wasn't aware niche freeware games like this even get official ratings.
Content RatingNo mention of violence or sexual content, interestingly enough.
PEGI 18
Drugs, Strong Language, Criminal Technique Instructions
That is quite interesting; it must be a matter of different thresholds for different rating schemes. ESRB doesn't care about criminal technique instructions, but you bet your bippy it cares about sex, drugs, andQuoteContent RatingNo mention of violence or sexual content, interestingly enough.
PEGI 18
Drugs, Strong Language, Criminal Technique Instructions
Content Rating
Adults only 18+
Violence, Blood and Gore, Sexual Content, Use of Drugs, Strong Language
Criminal Technique Instruction? In Cata? I mean you can make meth, but you learn no more about it than Breaking Bad. You get lockpicks, but only in the most abstract ways (Oblivion is more accurate) and lockpicking isn't even illegal in itself. I guess it's just general "This is the most accurate tag."I have a feeling it might be more about the explosives than the drugs. Cata does include shopping lists for stuff like Molotov cocktails and nail bombs, even if it doesn't tell you exactly how to make them.
Criminal Technique Instruction? In Cata? I mean you can make meth, but you learn no more about it than Breaking Bad. You get lockpicks, but only in the most abstract ways (Oblivion is more accurate) and lockpicking isn't even illegal in itself. I guess it's just general "This is the most accurate tag."I have a feeling it might be more about the explosives than the drugs. Cata does include shopping lists for stuff like Molotov cocktails and nail bombs, even if it doesn't tell you exactly how to make them.
which has more to it for the purpose of bomb building than Cata has.Not really. I'm unsure if it's in one of the expanded weapon mods or vanilla, but, for example, there are definitely recipes that involve hexamine, the in-game description of which says it's not only readily available(for camp stoves and such), but used in military-grade explosives(IRL it's used in RDX). And your character can learn to make pretty destructive bombs using a fairly convincing set of materials. I didn't even know how simple these kinds of things were myself(in retrospect to how hard I thought it was) until I played this game.
I have a feeling it might be more about the explosives than the drugs. Cata does include shopping lists for stuff like Molotov cocktails and nail bombs, even if it doesn't tell you exactly how to make them.
Clearly, the schoolchildren you can play as have simply been held back multiple times until the age of 18. Completely legal and safe. :PIt's from the official listing (https://play.google.com/store/apps/details?id=com.MichaelDavies.CataclysmDDA) on Google Play's store. Google determines ratings for its online store using self-submitted questionnaires (https://support.google.com/googleplay/android-developer/answer/188189?hl=en) which automatically generate a rating based on the answers.Kinda wondering about how DDA got an Ao rating.Source? I couldn't find anything on Google, and wasn't aware niche freeware games like this even get official ratings.
EDIT:
Reading up, I'm actually surprised this game even got in. One of the flat-out verboten content issues is illegal activities, and the explicit list includes "depicting or encouraging the use or sale of drugs, alcohol, or tobacco by minors." Given that you can play a coked-up preschooler as death on roller blades...
Clearly, the schoolchildren you can play as have simply been held back multiple times until the age of 18. Completely legal and safe. :P
Clearly, the schoolchildren you can play as have simply been held back multiple times until the age of 18. Completely legal and safe. :P
Even when your starting Intelligence stat is 20?
(Assuming 8 is the adult average)
Given that Cataclysm is supposedly centered in New England, which is in the US, and the school system in the US is designed to best work with the average with only small afterthoughts given to those below or above the curve, your hyperintelligent child may well have just been neglected by the system and is now a dysfunctional manchild stuck in remedial school.So they're a Shadowrun PC.
Plastic explosives are very simple. One of the components is also tracked by government. But Cata won't give you any insights there. Wikipedia could tell you way more.which has more to it for the purpose of bomb building than Cata has.Not really. I'm unsure if it's in one of the expanded weapon mods or vanilla, but, for example, there are definitely recipes that involve hexamine, the in-game description of which says it's not only readily available(for camp stoves and such), but used in military-grade explosives(IRL it's used in RDX). And your character can learn to make pretty destructive bombs using a fairly convincing set of materials. I didn't even know how simple these kinds of things were myself(in retrospect to how hard I thought it was) until I played this game.
The RNG hates me so much. I spawned near a town, so I figured I might as well loot it cause my basement had only 4 survival flares. I go into like 5 houses and find no clothes that provide storage whatsoever, but tons of food and drink. then, one house had a basement full of ammo and guns, plus a cop car spawned with a shotgun in it >:( >:( .
That and .44 seem to show up all over the place. People also seem to love collecting gun mods, but no guns, but I guess you could rationalize that as people having taken the guns but left everything that wasn't already stuck onto it.Have any rundown on how to operate farming? I've always thought about it.
Also, unrelated, but does anyone know the maximum amount of unfermented alcohol that the fermenting vats can hold? I've been farming and I have hundreds of units of barley that I need to use for something, even after I ground enough flour to last me until this time next year.
I know the mechanics of farming, I was wondering if there were any specific quirks to note about it.
Tomatoes are friends, not food!
Check in the keybind menu for the keys for "shift view". Or are you driving a vehicle?
-edit-
For reference, keybind menu is under "Esc", "Keybinds", because someone moved it.
but the survivor wetsuit is basically an acid immune backpack for your whole body, so why use runner packs?Because I haven't found the wetsuit recipe yet :P
I'm looking at survivor runner packs and survivor backpacks. Not only does the backpack require more skill to make, it also give a worse encumbrance-to-volume ratio. Am I missing something or is just wearing multiple survivor runner packs the best idea?
I'm looking at survivor runner packs and survivor backpacks. Not only does the backpack require more skill to make, it also give a worse encumbrance-to-volume ratio. Am I missing something or is just wearing multiple survivor runner packs the best idea?
That's still less storage overall, which is good if you're like me and really dislike wearing multiple items on the same layer. ;w;
Looking dumb? I know it's an ascii game, but I like my characters to look good in my imagination. :P... Which is why my characters always have the Stylish trait and exclusively wear french maid clothes.
Good tastes, this one.Looking dumb? I know it's an ascii game, but I like my characters to look good in my imagination. :P... Which is why my characters always have the Stylish trait and exclusively wear french maid clothes.
Yeah, doubling up on a layer has a +10 per item penalty still, doesn't it?+2 most items
Have they fixed tiger kungfu yet, or can you still mulch brutes with a 4 strength 12 perception character by stacking tiger fury's 3x perception buff?
also, sky vortex. how likely are you to buy an anomaly in the sky that popped out monsters from teh nether?
it can have floating lightning vents (as in up a few zlevels) and can spawn monsters in air. it can spawn items from an 'exploration team' into the nether.
enh?
Nope. Its a radiation suit.
It protects in ways all the individual pieces cant.
Is there a place with large amounts of radiation that has a lot of enemies? Otherwise I don't see the point in making it.
Mate, you wont find them on the surface
Do the radiation death trap places have something worth going there for?
Edit: I also can't make a "lance" of metal with a Napalm-gas-tank on it, without silly workarounds : /
Don't gas tanks often explode if damaged too much? I always see small hordes around cars in cities spontaneously combust and give me some free goblinite.
I've never tried it but I figure it'd be pretty straight forward to fill up a small tank with gas or diesel and drive into a horde.
Large, full tanks typically mean Game Over. (Or at MINIMUM totaled car) Be very careful with this. (Keep your gas tanks away from ANY edge of the vehicle! The second frontmost row is also a no-no! (Even if you ram things never... You never know if your only choice is a bit of demolition derby or you just run out of replacement supplies...))
Got back on my current character, couldn't remember what it was. Turned out to be a Stylish maid. She was wearing full ceremonial plate armor and greathelm with her maid outfit over the armor and fancy sunglasses on inside the helm. I guess I went full anime.Never go full Alphonse. :P
Got back on my current character, couldn't remember what it was. Turned out to be a Stylish maid. She was wearing full ceremonial plate armor and greathelm with her maid outfit over the armor and fancy sunglasses on inside the helm. I guess I went full anime.Never go full Alphonse. :P
they are actually underpowered from what a functional full sized automated tank would be.
not even infrared vision? no real speed? can be run over? single tile?
this is a turn based game. you, quite literally, have all the time you need to read, digest, and respond to the hud. you have ZERO excuse for not.
they are actually underpowered from what a functional full sized automated tank would be.
not even infrared vision? no real speed? can be run over? single tile?
Isn't there still that big list of every critter that's in sight of you? The only time I could see a tank drone "sneaking" up on someone is either turning a corner into one, or running around at night with a flashlight on, making yourself a beacon. Although I could see flashlights getting a special flag, does not illuminate own square, because you hold it in front of you. Would still light up the square around you, but at night, all you see of a flashlight wielder is the bright spot, which I dont know if that would set off a tank drone or not.
I think that turning tank drones into a 2x2 or 3x3 enemy vehicle that suffers from collision and maneuvering, as opposed to a tiny object that somehow mounts a 120mm gun and can squirm effortlessly through windowsills, would go a long way into making them more tolerable and respectable as threats.using the 'X' peek function as partial ranged cover would be a helpful start ...
As it is currently, the tank drone mounts a massive gun and can fit through your front door.
Heck, making it 3x3 would still make it smaller than most cars in the game.
Another problem though is that it's awfully difficult to use partial cover in this game, you're either visible or completely obstructed.
I don't think there is a multi tile equivalent to A* out there for anyone to freely use.it's the same as single-tile A*. The implementing programmer just has to make a coordinate choice for the reference origin is for a multi-tile actor, then pass an appropriately different cost-of-movement function for evaluating what/how expensive legal moves are. If there's a problem with heuristic costs, just degenerate to Dijkstra search which uses 100% accurate move costs.
Really I think the most dangerous bot is the chicken walker. Yea it has less hp. But it has more ammo in it's 'ruin your day' gun, still has enough armor to deflect anything but a dedicated AA round, and unlike the tankbot it can actually see you at night.
Maybe I'm missing something but every time I've encountered a tank drone I got plenty of warning that SOMETHING I shouldn't be fucking with was near because of all the sounds of the tank drone going all One Robot army against the hordes of zombies.
That character lasted an entire year and a half until I drove into a triffid Grove in the middle of the night. Not even my deathmobile survived the horrors....
Yeah, book are stupidly easy, and not that interesting. The "Let's sit in a cabin with a ton of cans of food and a small library for two weeks until my character is a demi-god" phase of the game isn't interesting.Nope, but I'd rather search for the right book, forage the stuff needed to slack for a while and read rather than grind repetitive actions.
Could do it Prey style with nanite injections straight to the brain.
Agreed, some stuff is just too irritating to grind. Like electronics. Also, realistically odds are EXTREMELY low you'd be able to just figure out electronics or mechanics by taking stuff apart, there's a colossal ton of basic stuff you need to know that isn't obvious for it IRL. No amount of taking apart flashlights and radios can prepare you for solar cells that also teach you how to make fusion blaster guns.... Sometimes you need a schematic.
they made mechanics intentionally obtuse to enter. and id argue it mostly works out okay for the game.
Playing the rebalance mod has gotten me beat up way too many times to count. I'm actually freezing to death now, andd dying to Regular zombies. My usual tactic of beating them up with a cudgel doesn't really work anymore. Any tips for starting the game out on rebalance? I haven't really played with other tactics, but the sum of my deaths are
Freezing to death.
Savaged by zombies to death.
Savaged by zombies which result in freezing to death.
Demons camping outside of the shelter.
Haven't been punted into low orbit by a moose yet?
hey now hoo now, they dont punt you into orbit any longer.
Its more of a 'love tap' now.
You know, the broken cyborg is an interesting challenge if you start with no electronics or first aid skill.
Specifically, it's the zombie master's special attack - they touch a lower-tier zombie, and they evolve into something worse. I don't know what it's like now, but when I last played, a group of normal greens could turn into a mixed bag of brutes, shockers, shocker brutes, necromancers, predators, spitters, etc.
Then again, I don't remember the master itself being too much of a threat, but if it has support...
Nailed it, missing rooves is the biggest hole in the z-level implementation.
Ugh, thats.. probably... not too hard, I should see if I can just knock it out.
Status update since I'm here, I've been putting a lot of time into automated regression testing recently. It's a time sink up front, but it pays for itself in reduced time to find broken things in the long run. From a strategic point of view were slowly burning down blockers for a 0.D release... still.
Specifically, it's the zombie master's special attack - they touch a lower-tier zombie, and they evolve into something worse. I don't know what it's like now, but when I last played, a group of normal greens could turn into a mixed bag of brutes, shockers, shocker brutes, necromancers, predators, spitters, etc.
Then again, I don't remember the master itself being too much of a threat, but if it has support...
I have absolutely never had that happen.
...That I've noticed ;)
So you know what's funny? I say this just a few days ago... And today it happens to me for the first time. And guess what it makes a zombie evolve to? Zombie Hulk.
Did you leave the Z-level at all duiring that period? they need you leave to grow.
not Z-leve, just leaving the sphere of influence so to speak, they need to unload and reload before they can realize that they should be infact fully harvestable.
Add some Rams or spikes to the front, makes it easier.I thought the idea was to do less damage, so there's food left behind. :P
I don't know how they managed it, but the hack-job done to "fix" the Kel-Tec KSG's stats is slightly more useless than the accessories slots on revolvers.Edit: Also, cutting down the barrel on a gun makes it heavier.
Edit 2: No wait, that was just all the other mods I had on the gun.
Sewing seems to be bugged at the moment. All crafting recipes require the thread to not be 'loaded' into the needle/kit to work.
Have you used splints?Yep, my encumbrance is at 79 right now one for each.
The progress from splints is reset if they're damaged. Stay away from danger.Thats what I figured but its been hard to find something for my character to work on at the side as my world has a huge lack of books.
Are you supposed to be able to power up engines and motors by reinforcing them before you install them, or is this just a side effect of the engine damage mechanic?
Its a shame you cant reinforce them while installed though.That would make it completely free to upgrade your engines.
So, here's some Fun. Coolthulhu made an unofficial patch in the wake of a lot of dumb ideas on Kevin's part: http://smf.cataclysmdda.com/index.php?topic=14767.0 (http://smf.cataclysmdda.com/index.php?topic=14767.0)I tried the CBM painkiller update-its very arbitrary, there is literally no feedback about what pkill level you should be at-and you have wait for you painkill level(which there is no description other the - to you speed) to get that level. I died from a overdose trying to get it to good level.
I...well, so far I'd rather stick to an older build anyway. Honestly I don't even give a shit about the infamous "CBM painkillers" thing, but everything I've seen about it suggests Kevin handled all criticism about it in his usual manner.
It's pretty much been like this since whales handed over to the community.
Having dozens of people working on one project with no common goal or any cohesion is bound to cause arguments. Most of the time it turns into a pretty good game though.
I'm afraid to say this, but this game is slowly turning into "Cataclysm: Developer Drama Ahead". I really couldn't care less about the bickering between people I don't know, but it's sad to see how the game's slowly turning to the worse because the guys in charge seemingly can't work together.
Every time I go onto the repo to see what PRs are around and whether I feel like updating my old build, I lose IQ points. There's there PRs up that'll make me want to update build.Oh boy. Reading that last one makes my head spin.
First is https://github.com/CleverRaven/Cataclysm-DDA/pull/21555 (https://github.com/CleverRaven/Cataclysm-DDA/pull/21555) which I might use for some modding ideas I have, by having mutations let you conjure stuff.
Second's https://github.com/CleverRaven/Cataclysm-DDA/pull/21583 (https://github.com/CleverRaven/Cataclysm-DDA/pull/21583) by everyone's favorite bird youkai. Looks like some cute bionics.
Third we've got https://github.com/CleverRaven/Cataclysm-DDA/pull/21503 (https://github.com/CleverRaven/Cataclysm-DDA/pull/21503) and this is the one that's the big IQ drain. Not because of the change itself but Kevin's "feedback" on it. PR opener's got way more patience for bullshit than I do, and even then he's clearly getting fed up with having to tell Kevin blatantly obvious things he keeps demanding be explained.
If it were me trying to PR and dealing with shit like that, I'd have already closed the PR and posted this:Spoiler (click to show/hide)
Sounds like y'all should just ban Kevin, tbh. Why don't ya? (and unban the Noodler)
Probably because any fork would be seen as less legitimate than the main. That and I suppose people do still want to try and salvage what we already have. It's like open office vs open libre.If you mean libreoffice afaik it's bigger than openoffice at the moment
Open libre is a fork of open office. Open libre was forked because they did not like the direction office was going (I don't recall the details, but I recall it seeming like good reason to fork). Yet still more people know open office than open libre. And many longtime users of office never even knew Libre exists.
If you mean libreoffice afaik it's bigger than openoffice at the momentYes. Doesn't change that LibreOffice is a fork of OpenOffice. It was triggered by six months of active refusal to merge in bugfixes, and two-thirds of the dev team left for LibreOffice at the split.
Yes, but it does change the original point, that being that a fork of a project is necessarily smaller and more obscure than the originating project. "less legitimate" was the original wording.If you mean libreoffice afaik it's bigger than openoffice at the momentYes. Doesn't change that LibreOffice is a fork of OpenOffice. It was triggered by six months of active refusal to merge in bugfixes, and two-thirds of the dev team left for LibreOffice at the split.
Ah, the future. Where dropping seven hand grenades at your feet after taking a massive blow from a monster is survivable.Indeed, a grenade surprise is much more survivable when you can teleport out of the way of the explosion. The future is now. :P
Tldr. You better be fucking ready for that superweapon quest.... think 10+ shocker brute in enxlosed space on steroidbbqsauce.
Wow, the 'drama' is real, huh? Kevin's clearly been... like this... for quite a while, seemingly going against what the community wants for the sake of his ego. Oh well, DDA is his project, but I think the time for a fork is due. Essentially, Kevin's vision involves 'realism' over what some might consider 'fun' or 'balance', which obviously does appeal to some gamers. But it seems clear enough that a lot (maybe even most) players would prefer fun and balance over 'realism', so maybe it's time for the "Cataclysm: Less Tedium Ahead" branch.What did I miss? Kevin's attitude to criticism at times really drove me off of the forum. I saw well thought out criticism dismissed with what was basically a "heh just make a mod kiddo"
Project organization things:
We should vote on this: Nope
The project isn't a democracy, no number of "me too"s or votes is going to change something we've decided on.
The method for users to influence development is via debate. This is intentional, not due to laziness.
Debate sidesteps all the nasty problems around deciding who gets to vote and enforcing that everyone gets the right amount of voting power etc. and validates that people actually know what they're asking for.
A good reason to make a change has more impact than any number of votes. A lot of the issues in this thread are good examples of this
The project is run by me ("owns" the project, final say on features)
If this were to happen, it would probably be a good idea to keep multiple people in charge of the project. Even if someone leaves, someone else should be able to move up to take their position and keep what basically happened to leave Kevin as the only one with any authority from happening again.
Kevin's just a straight up .... Do we need to say much else?
It isn't his project. If he wants to own it, he should file a copyright, or privatise the code, or do something. Otherwise, he's just on a massive power trip. Until he does something other than bitch and moan at people throwing their own skittles into the pile, it's a pointless conversation either way.
Putting aside any personality clashes...
For those of you who are dissatisfied with the current state of the game, and the direction it's heading, how would you sum that up? And what changes would you make if you had the time and motivation?
For those of you who are dissatisfied with the current state of the game, and the direction it's heading, how would you sum that up? And what changes would you make if you had the time and motivation?Tedium, tedium, TEDIUM. I've mentioned it several times over the course of the thread, but there are numerous things that feel like they were half implemented, forgotten, and left in because "oh well" that just add layer upon layer of boredom before you can get to the goods. It was a huge problem when Whales left and the community took over, due to lack of cohesion, but now it feels like it's written in a big design document with red ink, stating "DON'T ABSTRACT ANYTHING, IF IT DOESN'T HAVE SIXTEEN STEPS WHEN IT COULD HAVE FOUR YOU'VE FAILED"
I'm not trying to be a negative Nancy, but I feel as though the game has become a ton more tedious than from the times of Whales and early DDA, and I'd like to know if I'm just feeling misguided nostalgia or if I'm onto something.What I've said before mostly still stands, but I've really opened up to resurrections.
Take, for example, resurrection mechanics and gun shops. Gun shops are locked up, but just in a way that adds a single, long step into getting into them, usually finding explosives or trying to fix up a car to ram it. As for resurrection, previously I'd kill things and burn them if I thought a necromancer was coming, but now I need to press S on every corpse so that it doesn't arise. I love the idea of zombies coming back up, but I really don't like its execution.
Its not 'tedious' in this case, as it does prevent underequiped survivors from entering. Or forcing you to choose what car to use. I even add in a stone gun shop for that purpose: to stop ramming.My point is, you can still get in, neither is it particularly hard to get in, the problem is that the step is part of a larger chain that simply makes it an annoying pain in the arse to bother, and that seems to be prevalent in many aspects of the game nowadays. A lockpick, a hacksaw or a car can get in, and in the opening hours of the game, too. All the change has done is added a long, boring step of searching and searching before you can get in. I've taken to raiding basements for guns as a result, because it simply lacks the amount of pointless steps.
I like dirty clothes. Like the guy above I was already avoiding using clothes off of dead things before that change, but it felt nice for the game to reward me for it.
I don't see the problem when it's literally an option to turn it off when you start a new game. Besides the problem of the interface and how to find the options not being particularly intuitive/self clear, that is.
Realism is fine if carrying it out in game is not tedious. Like I said before, just having one command "take care of your equipment" which would make your character clean clothes, clean guns and stuff. That's fine. Having to click something ten times is not. It is like you had carry out all the tasks in Dwarf Fortress manually. "Press button to smash the metal bar with the hammer. Hammerstrikes left to produce one dagger: 58".
I know the dirty clothes thing was a big deal for some people, and if I recall correctly at first it wasn't really easy to disable. I agree with most other people that the whole thing is just another unnecessary element of tedium, but if it's optional then who really cares.
They removed the many variants of gun stores in favor of that one single boring block which is basically the original Whales design but made more boring and unrealistically secure, it doesn't feel like a gun store in America, it doesn't even feel like a gun store, it acts and feels like a locked up box of guns because some random dev decided they didn't like guns.
I suggest that someone draft a simple design doc describing this other version of Cataclysm that you would all like to see. The general consensus seems to be "complexity is good, tedium is bad". The game should retain its difficulty, as well as player freedom and expression, but steps should be taken to remove parts of the game that add unnecessary, tedious obstacles (busywork) between the player and the fun aspects of the game.I would love to draft this document. I've been effectively silent on this issue, but I'm seriously unhappy with the direction the project has taken, and Kevin's autocratic management has been the root of the problem, IMO.
Whether anyone here thinks they have the skills to manage a new fork or even contribute to the codebase, getting all these ideas written down in one place will make it easier to chart a course for a potential offshoot.
I was making good progress with a character, made it to day 12 which is different for me as I usually die on the second or third day. I may have been abusing NPCs and treating them like fodder but I did keep most of them alive. Found some skill books, was starting to skill up my character decently....
Then the game crashed and I lost my character. I haven't had the heart to open the game back up since the crash, I'm just so broken over it. Not to mention I'm kinda terrified now of the game crashing on me as it's never crashed before this. Why you treat me like this Cataclysm?
Maybe I'll just wait for the new IWBUMS release for Project Zomboid. New area has been added along with vehicles. Plus, when that game crashes I don't lose everything >_<
Welp. Yet another PR that would make me want to update for the sake of testing changes to my mod becomes endangered by Kevin. (https://github.com/CleverRaven/Cataclysm-DDA/pull/21721)
People's complaints tend to also be about night vision being so op now.Cool thing about current night vision is that it's range is dependent on modified perception. So having low base perception, being in severe pain, or having heavy eye encumbrance can all set your vision range down to one tile.
The two-tile basic night vision was a godsend back in 0.C, this variable, monochromatic, mid-range NV is good. It even lets you snipe with a gun with it.
3 tiles of wall-see is not a bunch.
I think 5 would be adequate, and a compromise.
3 tiles of wall-see is not a bunch.
I think 5 would be adequate, and a compromise.
Cool thing about current night vision is that it's range is dependent on modified perception. So having low base perception, being in severe pain, or having heavy eye encumbrance can all set your vision range down to one tile.I understand its purpose and all but hearing 'eye encumbrance' still amuses me and brings to mind someone somehow lifting heavy things with his eyelids.
Pbbbt. The Wink of Doom, insta-gibbing zombie hulks.
Any suggestions? I take it I should focus on the project philosophy, but should I be brief on the reasons for the split or expound upon them? Should I go into specifics of what belongs or what doesn't, or should I leave the real nitty-gritty and specific game mechanics out for a later revision once the fork is up and running?
Basic guidelines to help answer the basic questions of "Should this be in the game" and "What level of realism are we shooting for?" are good.
And I am definitely in favor of a basic guiding principle of "Realism is great as long as it does not impose too much tedium on the player". Want it to take 8 hours for my character to craft up some easy but time consuming? Sure, as long as it doesn't take more then me as a player going "Hey, character, make this thing".
Maybe the clairvoyance artifact was not meant to fully recon rooms on the other side of a wall but just save you from opening a door and being face-to-face with something nasty. The basic range of 3 does its job well if that job is to avoid surprises at close range. Could just ask him what the intended purpose of it is, or explain that you'd be going for a change in purpose rather than just "making it better for the sake of making it better".
Eh, maybe. For now I figure once Coolthulhu's patch has the new property too (Noct's thing got merged) I'll make use of it.
So did Coolthulu do his own branch then?
A link to the what now? Coolthulu's patch? Here: https://github.com/Coolthulhu/Cataclysm-DDA/releases (https://github.com/Coolthulhu/Cataclysm-DDA/releases)So to run the arcana mod we need Coolthulu's now?
I'm not sure what you mean by "slimmer" there; the release binaries that he's got up on the github are all within about 1-2 MB of the ones on the official port (some smaller, some slightly larger).
I have an integrated toolset. And there are a number of things I cannot dissasemble for some reason.
How many other mods are you using? More Locations especially is royally fucky. Arcana only adds 4 extra locations, so it's not going to be as big a problem as the others, and National Guard Camp only adds 1.
how find list of all command??
how i can run?
my car leaves diesel spots....Check the condition of the fuel tank or the tile it's installed in. Damaged fuel tanks tend to leak their contents.
is normal??
sorry, but i don't see the option for zombie spawn preference...is a old option? ( i have re-take the game after several time )
how can heal a npc?
i have water and dirty rags as I can clean them?
2. You need to craft a washboard and have either soap or laundry detergent. If you think that's unrealistically specific or just kinda pointless, trust me it used to be worse.
Has this been in the game for a while?https://github.com/CleverRaven/Cataclysm-DDA/pull/16396 (https://github.com/CleverRaven/Cataclysm-DDA/pull/16396)Whose idea was itwhy did Kevin think it was a good idea to make the player wash clothes? Does it provide a happiness bonus or something?
what
Has this been in the game for a while?Whose idea was itwhy did Kevin think it was a good idea to make the player wash clothes? Does it provide a happiness bonus or something?
Why can't I disassemble all these reloaded rounds I keep finding in LMOE shelters? I either don't have the gun or the ammo is literally less useful than the materials that were used to make them.I would assume because there's no disassembly recipe.
Thats been in for a while. Handloaded and reloaded ammunition just dont have disassembly recipes.
And no idea why. My guess is simply it's more work to add uncrafts. Or maybe they think it's somehow good for gameplay, which it isn't.I'm pretty sure it's just because nobody's gotten around to adding them. That's usually the case when it comes to things like these.
I bought Project Zomboid ages ago and only installed it for the first time now. Funny how it goes, playing it for a couple of hours made me quite and start Cataclysm instead. The reason is simply UI. Despite Cataclysm lacking graphics, things like reading books, looting containers and building stuff is just so much easier in it UI-wise. It seems that the older I get the less interest I have in wasting time with clumsy UI.
Zomboid is the only zombie game currently out right now that could potentially fulfill my dreams of allowing for a rooftop safe haven where the undead can't get you because they can't climb. I really need to check it out.You can do this but they recently changed it to were the zombies can tear down the ropes that you can use to get in to your house and make it to were you can't get back in. Ladders don't exist yet so they aren't an option yet.
Apparently the higher your strength stat the louder you yell, I learned this while I was playing around with debug and I had my strength stat really high, I yelled so loud that I deafened myself. Tested it a bit more to be sure. Fairly amusing.DF like feature? Thats quite funny.
I think this is the longest I've ever seen quiet on the Cataclysm thread.
I wonder if people were turned off by the development drama.I know I am, I've actually thought of contributing to the game but every time I start looking at doing it, there's some drama that flares up and turns me away from even trying. I'm not sure why this game attracts so much drama.
Personally I haven't downloaded any version of this since before the split, and I am probably not going to download either of the new versions, because I am not sure which one to download.
Make ranged math normal again
Fix broken, mending, limbs re-breaking on non-damaging hits
Fix jacks not working at range
Add mod that disables painkiller requirements for CBMs (by BrettDong)
Fix vehicle cache debugmsg spam
Buff UPS charger (drop the 10x cost multiplier to 2x), allow setting multiplier in json
Fix zlaves and pets not following
Add stripped-down version of tungn's No Silly Items mod. Unlike the full version, it doesn't blacklist any guns, as most of those are covered by No Fictional Weapons mod.
Most of those are in the main branch experimental now, though I can't speak to the rebalances. What advantage does Coolthulhu's branch even have over the main one?
Also, does anyone know if I can give my companions mutagen/serum? I'm approaching the late-game and want a project. I already got myself over the threshhold and I'm in a position to make more mutagen (triffids, a giant zombie infested city, and a blob crater are all relatively close by but I've completely subjugated the medium-sized island I've been living off of) but it's a lot of work for something that I'm not sure is even possible.
What's up with ranged weapons now?
What's with all the different forks now, like other people said makes it a bit confusing on which one to pick up if we want to give an experimental a whirl.A number of unpopular/controversial and untested design decisions over the past year-and-a-half or so was the start of it.
I know insofar as much that grenade probably wouldn't openly decry the likes of cthulhu's fork due to the hypocrisy involved, but has at least once or twice dove into CDDA forum discussion threads and plucked out posts on grounds of being "irrelevant" because they mentioned the fork.
Has anyone thought to recombine some of the best parts of the forks and get the project movign again or is it kinda just many forks now doing their own thing
"You cant make things that are made of cotton out of plant fiber"
"Ya know that cotton is a plant fiber, yes?"
Plus sometimes PRs, not just by devs but contributors, go like this one: https://github.com/CleverRaven/Cataclysm-DDA/pull/22822 (https://github.com/CleverRaven/Cataclysm-DDA/pull/22822)
> half-asses a "realism" change
> pointedly declares they'll do the other half of said half-assed change in another PR
> undersells the gameplay loss of what the full ass will inflict on players
This:Quotewhy not just add the OBSTACLE flag to all cargosIs a great idea.
But, it did not touch things like the wheelbarrow or swivel chair but those may come in the future.
https://www.youtube.com/watch?v=_KG4ABmo2NI"You cant make things that are made of cotton out of plant fiber"
"Ya know that cotton is a plant fiber, yes?"
Never forget: "new material: bean"
This PR went out recently: https://github.com/CleverRaven/Cataclysm-DDA/pull/22791 (https://github.com/CleverRaven/Cataclysm-DDA/pull/22791)I'm calling it: he's going to accidentally add OBSTACLE to seat. and boxes, which means you can't get to the passenger seat from the driver seat of a truck, even if normal seats are left safe.
It added the OBSTACLE flag to the shopping cart basket part as a way to get rid of the "portable difficult terrain" thing, you know were you use it to kite the zombies. But, it did not touch things like the wheelbarrow or swivel chair but those may come in the future.
Then some one made the mistake of saying "hell why not just add the OBSTACLE flag to all cargos" and Keven saw it and said this.Quote from: kevingranadeThis:Quotewhy not just add the OBSTACLE flag to all cargosIs a great idea.
I'm calling it: he's going to accidentally add OBSTACLE to seat. and boxes, which means you can't get to the passenger seat from the driver seat of a truck, even if normal seats are left safe.
I dislike the gameyness of the approach of a lot of recent changes.It's not people screaming about realism, it's people demanding a "real challenge" and misidentifying it as the game not being realistic enough.
It's like we get one realism change, then people complain it made things too easy, so we get a change that makes things completely unrealistic, then the cycle repeats.
The dispersion started because we needed a more realistic aiming system (why I have no idea), this meant with enough time even an unskilled shooter could line up a shot. Just like real life. Then there were complaints about how there's no point in skills anymore, so they tried mucking with the weapon stats and ammo rather than the broken aiming system they had in place.
Or the issue with shopping carts being used as a means to slow down zombies in combat. Rather than go "Wait a minute.. shopping carts are usually made of some form of plastic or shit metal, we should make them really weak and easy to destroy!" they go with "Shopping carts are objects of such engineering that you can only go around them!"
The community screaming realism!!! while disregarding realism is the current problem. Real life is not balanced. You can't demand realism AND balanced gameplay.
So what and where is exactly the not shitty and actually fun way to play this now? I keep thinking of getting back to this game only to run into how the devteam seems to have turned awful.https://github.com/cataclysmbnteam/Cataclysm-BN/releases
Anyone have any links or version numbers or... Anything? This all sounds like a headache to trawl through.
If you can get a first aid kit, you can use it to get rid of the infection.
edit : additionally when toying with the main experimental, i noticed when creating a world in the core mod there's the dark day ahead pack and a "bright night" pack by Coolthulhu, and as Coolthulhu fork is titled "Bright Night", i wonder is this core pack actually contain what is in his fork or is it something else ?Commentary on reddit says...vastly reduced scope and/or something else. Decision for same naming was on IRC.
Final Messages:
22:33 The zombie hits your eyes.
22:33 Your head is bitten, but your armor protects you.
22:33 The zombie lunges forward attempting to bite you!
22:33 Your head is bitten, but your armor protects you.
22:33 The zombie lunges forward attempting to bite you!
22:33 The zombie hits your right arm.
What should I listen to? I mean, let's just put aside this idiotic internet power struggle between developers. I'm just an end user. I want to play this game. I like this game.
What's going on?
In the case you don't like it, fortunately you can go back to an older version you had prefered, or try one of the forks if they're not abandonned (as the latest fork the Coolthulhu one seems to not have been updated since several months).
The idea that someone who was making meaningful contributions to Cataclysm was essentially banned simply for trying to explain themselves when asked, and did so repeatedly in different ways when asked to reexplain, before finally getting rightfully exasperated when the person with the banhammer seemingly willfully refused to understand, sours the whole experience. I'm pretty sure my calling it out as shitty on the github is the most upvoted thing I had on any message board ever.
What should I listen to? I mean, let's just put aside this idiotic internet power struggle between developers. I'm just an end user. I want to play this game. I like this game.Download the game and play it. While playing, consider whether you are having fun.
The fuck? Who was banned? I keep hearing of it, but never a name.
if I remember right was something Kevin was opposed to having put in, but was something Coolthulhu put in his branch.I was opposed to a specific change that would also have prevented reset limb mending in specific scenarios where it needed to be reset. I recommended preventing it from hallucination damage at the time, but no one got around to it for about a year.
but it seems the forums have gone really quiet recently,Do you mean B12 forums or the DDA forums? DDA forums have moved to https://discourse.cataclysmdda.org/ (hosting crap, no drama there) so that might be a source of confusion.
I'm unapologetically opinionated about how things should work in my game.Is it? I was thinking that CDDA is a community project and that it was picked up (mostly) by the bay12 community after Whales abandoned it.
Do you mean B12 forums or the DDA forums?
Is it? I was thinking that CDDA is a community project and that it was picked up (mostly) by the bay12 community after Whales abandoned it.Yes, it is. DarklingWolf, GlyphGryph and myself founded the dda project about 5 years ago.
You could have put things a lot more tactfully, but eh, we all have our weaknesses. Aside from that, that's a fair point.I'm not trying to start anything, but I'd like to know for my own reference what I posted that was lacking in tact?
seems to me that it shouldn't be the guns that are inaccurate, it should be the character in contextThe question is, do we exaggerate the degree to which guns contribute to inaccuracy, or do we remove accuracy of guns as a differentiator? While it might be jarring for a "perfect shot" with a Glock 19 to miss at 30 squares, it's even more jarring IMO for a handgun and a sniper rifle to have equivalent accuracy. You might disagree and say that dda is a short-range game, and rifles just aren't that much better than pistols in that situation, but that outcome seems to be really strange to me.
i havent played cdda in like a couple years but wasn't there some kind of stress stat? the sort of thing that increased from killing child zombies and being out in the rain?There is not a stat for "grit", you stop caring about killing child zombies and similar specific things, but there's not an overall stat for it.
use that - or something like it - to make it more stressful to do the close range stuff, like kiting zombies with a pistol or otherwise firing at close range, with stress decreasing accuracy.I think something like this would improve things a lot, but I'm not sure what that would look like offhand.
also i don't remember but didn't you need to hold still and aim for a turn before firing? ie if you had just moved, accuracy was lower?Yes, that's actually been expanded a lot, you spend time aiming and get a lot of feedback about what it's doing to your chances to hit. I think this is what triggered a lot of the complaints, because now players are getting feedback about their chances, whereas before it took taking a bunch of shots and guesswork to figure out how likely they were to hit, so it wasn't as obvious a problem.
the long range stuff, like sniping zombies from range, should be effective but require more skills?That naturally happens with the current system, up close you can tolerate a lot of inaccuracy (bad gun/ammo, low skills, low stats, not aiming much), but to make distant shots you have to eliminate all the sources of inaccuracy, and just one or two can severely limit your effective range.
it's too bad that people can't discuss solutions and issues without becoming so dramaticAgreed. Honestly I'd settle for productive discussion AND drama, but usually it's just the drama :/
Is it? I was thinking that CDDA is a community project and that it was picked up (mostly) by the bay12 community after Whales abandoned it.Yes, it is. DarklingWolf, GlyphGryph and myself founded the dda project about 5 years ago.
You could have put things a lot more tactfully, but eh, we all have our weaknesses. Aside from that, that's a fair point.I'm not trying to start anything, but I'd like to know for my own reference what I posted that was lacking in tact?
seems to me that it shouldn't be the guns that are inaccurate, it should be the character in contextThe question is, do we exaggerate the degree to which guns contribute to inaccuracy, or do we remove accuracy of guns as a differentiator? While it might be jarring for a "perfect shot" with a Glock 19 to miss at 30 squares, it's even more jarring IMO for a handgun and a sniper rifle to have equivalent accuracy. You might disagree and say that dda is a short-range game, and rifles just aren't that much better than pistols in that situation, but that outcome seems to be really strange to me.
i havent played cdda in like a couple years but wasn't there some kind of stress stat? the sort of thing that increased from killing child zombies and being out in the rain?There is not a stat for "grit", you stop caring about killing child zombies and similar specific things, but there's not an overall stat for it.
use that - or something like it - to make it more stressful to do the close range stuff, like kiting zombies with a pistol or otherwise firing at close range, with stress decreasing accuracy.I think something like this would improve things a lot, but I'm not sure what that would look like offhand.
also i don't remember but didn't you need to hold still and aim for a turn before firing? ie if you had just moved, accuracy was lower?Yes, that's actually been expanded a lot, you spend time aiming and get a lot of feedback about what it's doing to your chances to hit. I think this is what triggered a lot of the complaints, because now players are getting feedback about their chances, whereas before it took taking a bunch of shots and guesswork to figure out how likely they were to hit, so it wasn't as obvious a problem.
the long range stuff, like sniping zombies from range, should be effective but require more skills?That naturally happens with the current system, up close you can tolerate a lot of inaccuracy (bad gun/ammo, low skills, low stats, not aiming much), but to make distant shots you have to eliminate all the sources of inaccuracy, and just one or two can severely limit your effective range.
it's too bad that people can't discuss solutions and issues without becoming so dramaticAgreed. Honestly I'd settle for productive discussion AND drama, but usually it's just the drama :/
So for the past 4 years I've been the sole owner of the project. If that doesn't qualify me to call it "my" game I don't know what would.
Is there some planned feature future development for cdda ?Other than what's scattered all over the forums and issue tracker, no.
I mean in a similar way to those development arcs Toady has for DF ?
The question is, do we exaggerate the degree to which guns contribute to inaccuracy, or do we remove accuracy of guns as a differentiator? While it might be jarring for a "perfect shot" with a Glock 19 to miss at 30 squares, it's even more jarring IMO for a handgun and a sniper rifle to have equivalent accuracy. You might disagree and say that dda is a short-range game, and rifles just aren't that much better than pistols in that situation, but that outcome seems to be really strange to me.I wouldn't really mind if they were the same in terms of accuracy. CDDA is more of a survival game than a shooting game anyway, and damage done is enough to differentiate between guns. I guess if you wanted to make pistols not obsolete you could make them aim faster at really close range or something.
Long-term, I have some ideas for extending maximum gun range, but short term there has to be some kind of pretty gross compromise.
I'm glad to hear the community is still healthy, and super excited that this thread picked back up! I was worried ol' B12 got abandoned.Honestly the issue is that this thread got toxic and I was avoiding it, but when I saw a potential new player asking about it, I couldn't leave them hanging without at least trying to clear the air.
Now I'm sure this has been discussed, but how much work would it take to have an "effective range" tied to each gun and modified by stats to increase at both spectrums (min and max range)? Rifles should not be accurate at all in close range like shotguns or pistols, but they should outshine them at a distance.Except for the fact that it's inverted, that's basically how it works. Guns have a number (dispersion) that says what their maximum deflection is when fired from a bench, and player deficiencies like low skill just add to that. This number is a bit more nuanced than "max range" because your chance to hit decays as distance increases, but you can still calculate something like, "maximum range that guarantees a hit", or even "range where player has 70% chance to hit".
To tell the truth, what I want is the same cataclysm from a year ago (or 3) but with all the little quality of life fixes, changes, and so on. But none of the 'realistic' vehicle stuff (cranes and such), none of the realistic gun stuff, no filthy clothes stuff, etc. But I'm just a lazy jerk who posts what he wants in a thread.
To tell the truth, what I want is the same cataclysm from a year ago (or 3) but with all the little quality of life fixes, changes, and so on. But none of the 'realistic' vehicle stuff (cranes and such), none of the realistic gun stuff, no filthy clothes stuff, etc. But I'm just a lazy jerk who posts what he wants in a thread.
A good chunk of the community would agree with you. Fucks sake even many of the devs would agree.
Pretty much what I want. I completely lost interest when we went for masturbatory realism over immersiveness and fun.
I see at the end of that back and forth about gun accuracy was that the alternative was mentioned as being able to be a mod. Was that outright rejected, or would it just need to be proposed as a mod rather than a direct game update?I'm fine with there being a mod that adjusts this stuff in mainline, there's one guy trying to add it, but he keeps trying to do it in really weird ways.
I mean, I get what you're saying, to a point. The reality bubble is so small even a small handgun can hit easily at max range if you use real life stats. That makes more accurate guns rather pointless.You get it exactly. Please note two replies ago from me...
Hrm... I'll have to have a think on that, maybe we can just set everything to be IRL accurate and let the chips fall where they may.I'm thinking about it and at this point strongly considering going in this direction.
To tell the truth, what I want is the same cataclysm from a year ago (or 3) but with all the little quality of life fixes, changes, and so on. But none of the 'realistic' vehicle stuff (cranes and such), none of the realistic gun stuff, no filthy clothes stuff, etc. But I'm just a lazy jerk who posts what he wants in a thread.Perhaps that is what people want, there's a crazy person trying to clone dda into Python and then take it in a different direction, godspeed to him. As far as I can tell if literally anyone except me makes a fork, it will be more game-like and less realistic.
Hrm... I'll have to have a think on that, maybe we can just set everything to be IRL accurate and let the chips fall where they may.I'm thinking about it and at this point strongly considering going in this direction.
I understand it would probably require a lot more coding and time to maintain both on/off side of a "realism" option as i suppose some of the mechanics would then work differently ....Testing time is the larger problem. The main "advantage" of an option (either runtime or compile-time) is that implementing the option requires a sufficiently clean implementation of both to switch between the two. Other than that it's pure downside for anything that's fundamental to gameplay (which this most definitely is).
Testing time is the larger problem.I agree, that's why I suggested a total conversion mod, not an option. Automated tests (which I'm working on building more of) can test shared functionality and make sure it doesn't drift unexpectedly (i.e. by a code change adjusting the effective accuracy of a gun with particular stats), then each set of stats needs to be maintained separately, because if they have dependencies on each other, they also have opportunities to influence each other. There are too many points of potential disagreement for a single flag to toggle between modes in a sensical fashion, for example:
I like the dirty clothes, because it took a head-rule I was already following (no clothes off of zombies, or off if human corpses unless they were full || or had belonged to other survivor NPCs) and made it an actual game mechanic.I like the concept too, but the implementation has some problems that make it not worth it for me. Even though it's supposedly meant to be more realistic, everything about it feels gamey. Dirtiness is a binary toggle that zombie clothes always have and other clothes never do. The only way to get rid of it is to find a semi-rare resource. The whole existence of the washboard feels like an ugly hack to get past needing to implement a proper interface for any of this. In an ideal world, I would be able to get some of the slime off my clothes just by scrubbing them in the river. Or boil them over a fire to get them reasonably clean without needing soap. It should be easier to clean items made entirely out of plastic and similar materials. If an item is fireproof, I should be able to burn it clean. And items would get dirtier over time, even when not worn by a dead person. And filthy items would be displayed using something less ugly than rendering the name in dark brown. I can't immerse myself in this.
I like the concept too, but the implementation has some problems that make it not worth it for me. Even though it's supposedly meant to be more realistic, everything about it feels gamey.
The calculations for how strong you need to be to one-hand melee weapons might need to be reworked a bit. You can one-hand a Zweihänder with the default 8 strength.
Wait, why does twohanding matter? Is it still how it was, where you can only wield one item at a time, or can you hold two things in your two hands now?
...I have really not played this in awhile. And I never really got past "desperate survival" all the times I did play, so some of the big arguments about balance end up sounding absurd. :P
Like, why make different guns have different mechanics? If you are lucky enough to find both a gun and ammo that fits it, you've pretty much won the game already.
Ah, well, that hardly seems worth it tbh.
I dislike many changes and additions and find some of his attitudes to the project to be childish at best, but come on. That was extremely petty.Ah, well, that hardly seems worth it tbh.Never say that to Kevin. :V
I dislike many changes and additions and find some of his attitudes to the project to be childish at best, but come on. That was extremely petty.Ah, well, that hardly seems worth it tbh.Never say that to Kevin. :V
Ah, well, that hardly seems worth it tbh.Well, there is the "creatures that are flagged as being smart enough to avoid dangerous terrain teleport away if they are standing in a tile that is on fire or filled with electricity" issue as well.
Wait, why does twohanding matter? Is it still how it was, where you can only wield one item at a time, or can you hold two things in your two hands now?The main reason this comes up is if you have a disabled arm.
Are we talking being able to swing it with 1 hand at 8 strength or being able to use it effectively with 8 strength? I can imagine a regular guy (assuming 8 is 'average') being able to just kinda hold a big 5-foot sword and just swing it. Not skillfully, mind, just kinda like, a barely controlled sorta thing.I don't think the one/two-handing mechanic is any more complex than whether you're able to hold the thing with one hand or not.
Having actually dealt with swords and other man-sized lengths of metal a more than a few times, I'd strongly debate the 1-handedness of a 5 foot sword.It's a matter of torque control.
Average people have next to no chance to even have the required grip strength in one hand to be able topickhold up a 5 foot length of iron from one end.
It's not complete, but I've tagged a lot of the threads with mods here https://discourse.cataclysmdda.org/tags/mod
For a more complete list, all mods are in the https://discourse.cataclysmdda.org/c/game-talk/the-lab category.
Probably one of the experimentals half a year ago? The modern stuff isn't actually all that bad. And the accuracy issue will likely get fixed up as they continue along.The other part of that problem was maximum range on guns. While it's unlikely that every gun will have its range increased to line-of-sight, there's probably some kind of compromise that could get shorter ranged guns a small-moderate range extension. Maybe someone could test out negative armor penetration values on "soft" ammo like buckshot and un-jacketed pistol/smg rounds.
Greetings Internet! I have a question:You'd have to take it slow so you don't plow into corners and hoard fuel even more zealously than a normal player, but it should be doable until they start blocking the tunnels with subway cars.
Would it be possible to build a TMNT-style vehicle inside a subway tunnel? I'm on a map where I basically set it to be one gigantic city, and was wondering how I could utilize the massive subway complex I found
You can find small dry land in the green sludge. Good place for underground farm plot and underground well.So wait, not only can you farm plants underground in complete darkness, but you can also dig a well inside a literal sewer tunnel and it'll have clean water?
Wait wait wait... are you saying plants aren't supposed to be grown in complete darkness? And wells aren't supposed to be dug inside sewer tunnels?You can find small dry land in the green sludge. Good place for underground farm plot and underground well.So wait, not only can you farm plants underground in complete darkness, but you can also dig a well inside a literal sewer tunnel and it'll have clean water?
So how do acid ants manage to have such large populations when they slaughter their own larvae as soon as they get in spitting range?Well, you see, interdimensional blobs. Therefore, monsters. Lots of them.
Makes about as much sense as all the naked baseball players I find in caves, so I'll take it.So how do acid ants manage to have such large populations when they slaughter their own larvae as soon as they get in spitting range?Well, you see, interdimensional blobs. Therefore, monsters. Lots of them.
City size setting at 0 causes this, as well as very big spacing between cities
He got a few details, particularly about the slimes, wrong.Tbf he purposely get some things wrong for jokes. Don't take it serious, I like him since he digs into funny shit.Spoiler: Slime infection isn't deadly in of itself (click to show/hide)
Still not liking some of the new things that are happening with the game.
Man, I get (and share) your frustration with the development direction, but is it really necessary to make it personal? It just makes you come across as petty. Kevin came to this thread recently and shared his opinions, and while I probably disagree with many of those opinions, he did so in a reasonably polite way.Still not liking some of the new things that are happening with the game.
Yeeaaah. This is just the latest in Kevin's realism fetish crippling every aspect of gameplay. If he has his way CBMs will likely be just utter trash.
Man, I get (and share) your frustration with the development direction, but is it really necessary to make it personal? It just makes you come across as petty. Kevin came to this thread recently and shared his opinions, and while I probably disagree with many of those opinions, he did so in a reasonably polite way.Still not liking some of the new things that are happening with the game.
Yeeaaah. This is just the latest in Kevin's realism fetish crippling every aspect of gameplay. If he has his way CBMs will likely be just utter trash.
My apologies in advance for my naivete, but wouldn't it be possible for someone (perhaps even you) to clone the "CleverRaven" repository and roll back changes like this you don't like? It seems like there are a lot of people not completely satisfied with the direction of the main branch, but of course everyone likes the bug fixes and QOL changes that come along with an active branch. How hard is it to keep up with the active branch while stripping out the stuff you don't want (Such as new gun accuracy, for example)?
wouldn't it be possible for someone to clone the "CleverRaven" repository and roll back changes like this you don't like? It seems like there are a lot of people not completely satisfied with the direction of the main branch, but of course everyone likes the bug fixes and QOL changes that come along with an active branch. How hard is it to keep up with the active branch while stripping out the stuff you don't want (Such as new gun accuracy, for example)?
I'd like to point out that he insist only on realism when it concord with his vision of the game. He argued that you can swing-hit-and recover with a two by four faster than shoot with an already raised sidearm at a point blank range, better yet, that you'll most likely miss the center of mass if you don't aim carefully. ...anything but realistic.
I opted for playing with marksmanship and all firearms skill at 10 just to be able to hit a broad side of a barn.
I'd like to point out that he insist only on realism when it concord with his vision of the game. He argued that you can swing-hit-and recover with a two by four faster than shoot with an already raised sidearm at a point blank range, better yet, that you'll most likely miss the center of mass if you don't aim carefully. ...anything but realistic.I'm pretty sure the thing that sparked the accuracy change in the first place was a guy on reddit posting about how they got their rifles skill up to 16 and was hitting targets more than 40% of the time at extreme range while using the most accurate guns in the game at the time.
I opted for playing with marksmanship and all firearms skill at 10 just to be able to hit a broad side of a barn.
It does feel as though the perceved point of "superhuman" skill level has been changing over time. For instance, there are a number of books that require you to have level 9 or 10 in a skill to even access them, and manymore that can bring skills to level 10.
It does feel as though the perceved point of "superhuman" skill level has been changing over time. For instance, there are a number of books that require you to have level 9 or 10 in a skill to even access them, and manymore that can bring skills to level 10.
Like Kevin or not, he's pretty much the only person with the drive and such to keep the project going now that everyone else is gone.
Like Kevin or not, he's pretty much the only person with the drive and such to keep the project going now that everyone else is gone.
Yeah, pretty much. Plenty of people have the skill,, will, time and energy to bitch about Kevin, no one has enough of that to replace him.
Like Kevin or not, he's pretty much the only person with the drive and such to keep the project going now that everyone else is gone.
Is the meta just to carry so much stuff on your person that this was a necessary change?
Well, as for gameplay, have been playing on a experimental from march on and off and my biggest question is who decided to take food and some medicines from the 'a' tab?
I mean, I guess that menu could get pretty crowded, but it leads to stuff like hitting 'E' then wondering whether your character is just going to chug disinfectant instead of using it on himself, then you have 'i'>disinfectant>'a'>use on body part. Do the people who design the game actually play it? Is the meta just to carry so much stuff on your person that this was a necessary change?
Is the meta just to carry so much stuff on your person that this was a necessary change?It is for some people, and it also seemed like a no-brainer that if you want to eat something it's more straightforward to hit E and then chose something from a restricted list than to hit a and then pick something from a potentally gigantic list of all the items in your inventory.
To be blunt, the only solution that would solve the problem requires Kevin to step down. The main repo has an established base of developers and contributors, things that a fork would lack. The project would survive without him now that that supporting infrastructure exists, and in fact would be better off if he wasn't there to drive off contributors, drive his fellow devs insane, and watse everyone's time arguing over inane things the game dosn't need.
This, sadly, is unlikely to happen.
p.s. Step down lol, that's some next level entitlement.
To be blunt, the only solution that would solve the problem requires Kevin to step down. The main repo has an established base of developers and contributors, things that a fork would lack. The project would survive without him now that that supporting infrastructure exists, and in fact would be better off if he wasn't there to drive off contributors, drive his fellow devs insane, and watse everyone's time arguing over inane things the game dosn't need.
This, sadly, is unlikely to happen.
Except if everyone hates Kevin as you seem to think, surely it wouldn't be that hard to get the others devs to all switch and make your own fork with blackjack and hookers?
There is certainly a balance between doing what the majority of people want and things that need to be done in order to tweak the game into being not too easy or boring to play. I think that Kevin will catch that balance eventually, or he will just give up due to overall pressing.Im glad someone reasonable brought this up, I can respond without feeling like I'm wasting my time.
@AVE I agree with most of what you're saying, gaming is a toxic area for whatever reason, and level of abuse doesn't indicate anything except level of interest, so pretty much all you can do is ignore it (Or counter-troll if you feel like it, but taking abuse seriously is a one-way ticket to exiting the gamedev arena).There is certainly a balance between doing what the majority of people want and things that need to be done in order to tweak the game into being not too easy or boring to play. I think that Kevin will catch that balance eventually, or he will just give up due to overall pressing.Im glad someone reasonable brought this up, I can respond without feeling like I'm wasting my time.
I'm making dda because it's a game I want to exist, I'd still be working on it if no one else were contributing, I'd still be working on it if no one else PLAYED it. Im not making it for the majority. If it were, it'd look a hell of a lot more like candy crush or clash of clans than xcom or fallout or df. I'm making it for me, and the fact that other people like it too reflects the fact that we have similar tastes in games. I also enjoy working with (some) other people, and like to share things I've made, which is why I've put so much work into making dda moddable.
Tl;Dr, I'm making dda for me, and if you like it too, you're welcome to enjoy it. If you want to make a mod and aren't a raging asshole, I'm happy to work with you on it and stay out of your business.
The concept of me being pressured out of the project is laughable, here and /rlg are the only places that are notably toxic, and even if there were widespread toxicity elsewhere, the, worst that would happen is I'd hole up on the forums i own and ignore it :D
While I am not quite content with the attitude of Kevin's posts on github, he at least does SOMETHING to constrain other developers and lead their efforts in a particular direction. There was a moment I remember when no one tried to do that and CDDA became an absolute mess of various wild additions, some of them even not fitting in the lore.
If he steps down, will there be someone to do the same thing as he does currently? And what if that person will be 'hated' by the community for same reasons as Kevin currently is? Being a leader is a burden and this 'hate' is a part of that burden I think. There is certainly a balance between doing what the majority of people want and things that need to be done in order to tweak the game into being not too easy or boring to play. I think that Kevin will catch that balance eventually, or he will just give up due to overall pressing.
and aren't a raging asshole
One of you claims Kevin is obsessed with realism while another whines about how you can't shoot a zombie from 10 yards because the guns are unrealistic. Which is it?The thing is, certain ASPECTS of a game can be realistic, while others aren't, while I will admit I can't judge the robotics parts because I've been unable to survive long enough to get there, I do feel the need to state that some aspects are better to be realistic than others...
cyborg stuffAre you asking if the cybernetic parts are realistic? I think by definition they can't be...
No, I said I can't judge how realistic to current science speculation they are, because I haven't survived long enough to reach that pointAh, understood now. How true to current theory they should be would depend on what kind of theme is being projected through the game's direction and vision. If it's intended to be a gritty hard science fiction game then they shouldn't stray much from plausible effects and theories. I haven't actually played the game in quite some time so I'm not up to date on what changes may have been made recently.
Some aspects of a game can be realistic, but they should be only so far as it serves the gameplay.
Downloaded this again yesterday (0.C), and played through the first day. Looting nearby houses and bashing Zs with makeshift crowbar after throwing rocks at them while trying to remember all the controls. Nothing particularly !!Fun!! yet.
Seeing that Kevin's been around here lately I'm just going to post the couple of suggestions I've got thus far here:
1: Make default language in settings English instead of system language. It's really weird having ~ 5 % of words in Finnish while everything else is in English...
2: I found myself missing the push functionality from UnReal World. It's like dropping to adjacent tile, but the items don't need to be in inventory. I know I can use advanced inventory management, but it's just so much hassle compared to pressing a key, choosing a direction, and selecting the items on the tile you're on which you want to push to the tile in chosen direction.
I also agree with forsaken111. I think it's been established enough times in this thread that there's disagreement about Kevin's lead dev abilities, and that discussion hasn't been particularly fruitful. Maybe find a better place forbickeringdiscussing aboutKevin's lead dev abilitesCata's development. A dedicated thread in Cata's forums or a subreddit or whatever. Months* spanning bickering here isn't really useful, and annoys people who just want to play the game and know whether to get the latest stable or experimental release or some other fork of the game.
* Don't know when the current argument started, but it seems to me that it was going on in February when I last stopped following this thread.
Downloaded this again yesterday (0.C), and played through the first day. Looting nearby houses and bashing Zs with makeshift crowbar after throwing rocks at them while trying to remember all the controls. Nothing particularly !!Fun!! yet.Azmodean is Kevin. He either revealed that at some point a long time ago and was just forgotten or never bothered to.
Seeing that Kevin's been around here lately I'm just going to post the couple of suggestions I've got thus far here:
1: Make default language in settings English instead of system language. It's really weird having ~ 5 % of words in Finnish while everything else is in English...
2: I found myself missing the push functionality from UnReal World. It's like dropping to adjacent tile, but the items don't need to be in inventory. I know I can use advanced inventory management, but it's just so much hassle compared to pressing a key, choosing a direction, and selecting the items on the tile you're on which you want to push to the tile in chosen direction.
I also agree with forsaken111. I think it's been established enough times in this thread that there's disagreement about Kevin's lead dev abilities, and that discussion hasn't been particularly fruitful. Maybe find a better place forbickeringdiscussing aboutKevin's lead dev abilitesCata's development. A dedicated thread in Cata's forums or a subreddit or whatever. Months* spanning bickering here isn't really useful, and annoys people who just want to play the game and know whether to get the latest stable or experimental release or some other fork of the game.
* Don't know when the current argument started, but it seems to me that it was going on in February when I last stopped following this thread.
...Just read back his last couple of posts where he called the community here and pretty much anywhere that wasn't his own forums toxic...
...Just go over to the wiki, it doesn't even name the original creator, just says "the author", and doesn't list any of the people who actually contributed to the project since it became Dark Days Ahead.
Azmodean is Kevin. He either revealed that at some point a long time ago and was just forgotten or never bothered to.
As for the suggestions, I think they decided they would only really bother checking GitHub for feedback because even looking through their own forum's feedback and bug report section was too much of a hassle.
Struggling to find drink, as soon as I go near buildings I just get zeds, wonder if my emergency jacket is getting me spotted really easily? last char was doing 'ok', strugling to find anything to drink but leveling up slowly. then stumbled on a brute and couldn't run away fast enough.
Seems my first world had a really good start except for the fungus. a forest just outside the door for close foraging, a river a little further away. pity I burned it all.
1: Make default language in settings English instead of system language. It's really weird having ~ 5 % of words in Finnish while everything else is in English...It works like it does due to specific requests by other people who want the default to reflect their system language. I wonder if a compromise where it defaults to system language only when more than x% of the language is translated would work.
2: I found myself missing the push functionality from UnReal World. It's like dropping to adjacent tile, but the items don't need to be in inventory. I know I can use advanced inventory management, but it's just so much hassle compared to pressing a key, choosing a direction, and selecting the items on the tile you're on which you want to push to the tile in chosen direction.Seems reasonable.
1: Make default language in settings English instead of system language. It's really weird having ~ 5 % of words in Finnish while everything else is in English...It works like it does due to specific requests by other people who want the default to reflect their system language. I wonder if a compromise where it defaults to system language only when more than x% of the language is translated would work.
2: I found myself missing the push functionality from UnReal World. It's like dropping to adjacent tile, but the items don't need to be in inventory. I know I can use advanced inventory management, but it's just so much hassle compared to pressing a key, choosing a direction, and selecting the items on the tile you're on which you want to push to the tile in chosen direction.Seems reasonable.
In other news: I found out that giant wasps are tougher than I remembered, that the reason I liked the ballroom dancer profession is the 2 dodge, and that the game can crash even though it's the stable version. (I have the game on fullscreen and was alt-tabbed to look for something in the wiki.)
I'm getting REALLY sick of frostbite, wouldn't be so bad if the apocalypse happened later, when it wasn't snowing and cold to the point of that, so that I could get stuff to protect from the frostbite...
It says something about zombie spawns, making me think it would get a LOT harder to start in a later date, not really sure though. And I have this problem with getting REALLY unlucky with shelter spawns, such as what happened my most recent attempt at playing, where I got a lighter I think it was, and nothing else
You can change the starting season in the world options. Otherwise, even with basic tailoring skills, you can use materials from the shelter to quickly make something to cover your extremities - repeatedly making and disassembling wraps is also good for reaching tailoring level 1 from 0. Staying indoors helps deal with the cold, and if you can have a safe spot to build an indoor fire(oven, fireplaces in the fancier houses), that can help a lot as well.
found a matchbook and a lighter this time so at least I can make fire and get clean water now. Havn't been foraging as much this time since there's a bio operator zed floating around out that way.
I seem to have lost the map that was in the bottom right of my ui. the one that showed all the critters on it. now I just have the text taking up the whole area. not sure how to get it back.
Unless things have changed in comparison to the old version i play, lighters used to be a great asset against most common zombies :Last I played a few months back (may be misremembering) they made lighting a fire with a lighter take longer. Still possible and in some cases even reasonable to do as a zed defense, but not something you can do spur of the moment with a zombie only a couple tiles away. I vaguely recall needing kindling now as well, as the bush still burns but you need something flammable in it to start the fire off. Both of those being changes I recall liking. I didn't like insta flames anywhere.
With the lighter put fire to nearby vegetations like those shrubs and lead zombies inside the fire, so not only shrub make them slower allowing you to strike a few times without retaliation but they're burning fast.
Not that usefull against the superior zombies variant and other large monsters.
I'm getting REALLY sick of frostbite, wouldn't be so bad if the apocalypse happened later, when it wasn't snowing and cold to the point of that, so that I could get stuff to protect from the frostbite...What's really weird is that the default winter coat/boots and jeans should be fine, but New Englanders apparently have shit leg circulation. Maybe I just live too far north to get why the mild cold you start with is supposed to bother you when you're so overdressed already.
How do I use the food dehydrator? It has batteries, and I'm activating it, but I just get the standard "nothing interesting" message...I'm not sure, but I think it is used as a crafting tool. Which means you might need to get your cooking skill up somewhat.
Oh it's used from the crafting menu? That is helpful informationHow do I use the food dehydrator? It has batteries, and I'm activating it, but I just get the standard "nothing interesting" message...I'm not sure, but I think it is used as a crafting tool. Which means you might need to get your cooking skill up somewhat.
Bullet is pierce damage. Give zombie high pierce armor then.
Even if gun is accurate, it is not over powered. Because it is loud and ammo is limited. Besides, melee is so over powered that gun is not necessary.
in the option how work zombie density?
if i put 2 i have more or less zombie?
Perhaps it's possible to teach the smarter monsters (ie not zombies) to seek cover when faced with guns. This would let you make guns realistically accurate in skilled hands, but not all-defeating.That's certainly something to look into, but it doesn't solve the main issue of defeating all the zombies trivially.
I also think you might focus on "end game" players a bit too much? I haven't played cata very extensively, and the characters I've had have never really found usable guns. I'd like to think that if I'm a survivor just working with what I can get, finding a working gun with ammo should be a big thing.No context on how early game you are, are you making it into towns where you can loot shops that have guns, or are you just exploring the outskirts of towns? If it's the latter, that's pretty much working as intended, guns are supposed to be very strong (and despite complaints about effective range, they *are* very powerful within that range), so they tend to spawn in relatively dangerous areas.
I figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
I figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
Enemies with more HP is somewhat promising, but is also kinda gross from a ui point of view since the aiming interface isn't particularly fast, it needs to be streamlined before making monsters soak significant numbers if bullets is a viable option.
Giving enemies hard-to-hit weak points (shoot zombies in the brain, shoot regular animals in organs without hitting bone) seems like an interesting middle path, making the target you have to hit effectively much smaller while leaving guns more reasonably accurate. Ideally this would scale differently per monster type, zombies might take almost no damage if it isn't delivered to vitals, natural animals would be susceptible to shock, and therefore more vulnerable to not-perfect shots. This also has the benefit of trivializing encounters once a player becomes overpowered for it, unlike high HP across the board.This would work best with a DF-like system where you could dismember or pulp body parts of targets with enough damage, though I expect that would be a lot of work to implement, and you might have to do even more to the aiming UI as well, unless you have some sort of system where you automatically aim for the right spot depending on the target (maybe that could be another system, learning what to aim at depending on the critter? from butchering and reading notes?)
Unless it did make part of it and I didn't notice, the UI definitely doesn't tell you.I figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
How about giving certain monsters a modified version of the "PLASTIC" flag, like amoebic molds, specifically targeting ranged attacks? A special condition can be added so damage reduction is ignored/reduced when a critical hit(for headless things) or head-shot is landed.Separating bullet damage from sword damage would be nice . . . both are [cutting]
Has anyone made up a sortable spreadsheet thing of the different foods and how much total nutrition vs shelf life, vs time to make, Enjoyability Quenchable etc?http://cdda-trunk.chezzo.com/consumables
Longer term storage cooking I've not figured out yet, as many of the results can be used again in shorter term recipes. cooked acorn meal seems pretty good though.Pemmican. 296 nutrition in a very compact package for 2 blocks of tallow, 2 slices of meat and 2 veggies.
Reducing numbers of guns/ammo across the board is a pretty hard sell outside of a "UK mod" or similar, the current reality is that the setting (USA!) is absolutely saturated with guns and ammo.
What *does* make a lot of sense is positing that most easy-to-loot guns, and especially ammo, have been, leaving most off the ammo concentrated either in difficult-to-loot areas or possessed by NPC factions.
Hope that clarifies some things.
I put the ammo catcher on my rifle, I've not looked closely at it yet, but I've not noticed where the brass goes. how do I get it out?The casings should be going in to your inventory.
pisskop mentioned a bubble, I assume the battery has to be close enough to the solar panel to charge?He's talking about the reality bubble it means that you have to be near to car for the batteries to charge, the batteries can be anywhere in the car and still charge.
one thing I'm going to try is making a little cart/trolly with my telescopic lift thingy on it, and a small gas motor and alternator, wheels etc, and charging the solar car with that maybe a dome light and a small storage battery for my light at night problem?This is one of the first thing I always make in game they are very useful, but instead of using the dome light you could use a headlight as it will give you more light to work with.
maybe I could even turn the existing car into a hybrid? is a mower engine enough for that?The mower engine is good if you only use it to charge the battery, other wise you will not be getting any where fast.
pisskop mentioned a bubble, I assume the battery has to be close enough to the solar panel to charge?He's talking about the reality bubble it means that you have to be near to car for the batteries to charge, the batteries can be anywhere in the car and still charge.
Has anyone made up a sortable spreadsheet thing of the different foods and how much total nutrition vs shelf life, vs time to make, Enjoyability Quenchable etc?http://cdda-trunk.chezzo.com/consumablesQuoteLonger term storage cooking I've not figured out yet, as many of the results can be used again in shorter term recipes. cooked acorn meal seems pretty good though.Pemmican. 296 nutrition in a very compact package for 2 blocks of tallow, 2 slices of meat and 2 veggies.
Does a headlight use the same power as a dome light? headlights are pretty bright.I just went and looked at the json and according to them the dome light uses 25, the headlight uses 187, the floodlight uses 1500, and the aisle light uses 75, so given those numbers I would use the aisle light as it gives more light then the dome light but not as much as the headlight, also I would recommend using a car battery as it has a larger power capacity then the small storage battery.
clip
Re: gun accuracy/range, this is the current discussion https://github.com/CleverRaven/Cataclysm-DDA/issues/22753
tl;dr I've proposed two approaches, but haven't had time to implement one:
Plan A: retune for the longest ranged guns (sniper rifles) in the hands of a highly skilled player hitting "reliably" at a range of ~100 tiles (yes that's off the map). Also increase the degree of overlap in effective ranges, which keeps e.g. pistols from being squished down to a ridiculously short range.
Plan B: retune for max effective range as close to IRL ranges as I can find sources for, which puts hitting "reliably" at 1,000+ tiles for the upper echelons of weapons.
Both plans make most guns "infinitely" accurate in the hands of an upper-tier player, and also make robots/npcs/turrets EXTREMELY dangerous on open ground.
I figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
Look dude... I generally enjoy reading the content of your posts, and I think you raise good points and valid complaints...
yea, can confirm the interrupt crafting. Should save your place, but idkI figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
yea, can confirm the interrupt crafting. Should save your place, but idkI figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
A. Poor catThey're probably just following the sound of the cat. Zombies don't actually aggro on things below a certain size, which is probably to keep you from chasing squirrels(same size as cats in Cata last I checked) into town and watching entire hordes miss it for hours even once they had it surrounded.
B. So there was a moose around my base for awhile, and since the last time I had fought a moose I died horribly, I had been avoiding it, but this time it decided to attack, at which point I proceeded to kill it instantly..
C. I think at least part of my driving issue is how weird it looks in the graphics pack, I have similar problems with dragging furniture around
D.I still can't get the crafting ingredients list to scroll down, nor can I get the list of systems installed in a spot to scroll down...
I dug a bunch of deep pits and lead a bunch of Zeds from the mega mart into them, one of them was filled with glass shards even, didn't have the shards on me to do more than one.
I then lead a small swarm to the pits, went around them and let them come to me, then sat and poked them with my steel spear as they fell into the pits.
problem is now, I don't think I can butcher them, unless there is a way to butcher while not standing on it?
There's defiantly a necro there somewhere. since a couple that I didn't get a chance to butcher on my first encounter reanimated.
I wanted to put a bed in my little solar vehicle, but I can't see the option for it in the list. I noticed that the alternator didn't show up till I'd gotten an engine down, so I'm guessing there's a prereq that I'm missing?You have to have an empty frame and a seat to put a bed in a car, if you have reclining seat in your car it in similar to sleeping in a bed in the code.
Is it possible to tow vehicles with another vehicle, or store a smaller one inside a larger one?It's not possible to tow a car, but you can make a folding vehicle that you can put in a trunk.
you know what would be a nifty feature? a popup when you go to sleep that says "it's still light in here, do you want to turn off your [candle/lantern/torch/lightsource] so you don't waste candles, oil, batteries etc.I'm pretty sure that is already a thing, I think it asks about turning off lights, and mp3 players as soon as you try to sleep.
I decided to transfer my char to a new world that has eternal summer, because I'm a cheater, sadly I was unable to get my shopping cart to come with, so I have to keep transferring him back and forth
Wait a week, and weather will turn to normal.THANK YOU!!!!!
yea, can confirm the interrupt crafting. Should save your place, but idkI figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
Oof. Report it then. Because that is a seriously playability problem.
It's really hard not to make a cheap shot now given, again, if the exploit was INTENTIONALLY fixed, whoever did so did not think about the whole "you literally have no control over keeping the fire going" thing.
Like it or not, that was a mistake on their part.
On a similar note, staring at wet concrete seems to be part of the construction time.yea, can confirm the interrupt crafting. Should save your place, but idkI figured out how to batch make stuff, problem with that is if the fire goes out or you loose light, you get nothing.
Is that a recent change? Because I remember batch-making working if the fire goes out.
They finally decided to break that? Without adding the ability to tend to the fire automatically, which was universally regarded as a prerequisite for that?
Oof. Report it then. Because that is a seriously playability problem.
It's really hard not to make a cheap shot now given, again, if the exploit was INTENTIONALLY fixed, whoever did so did not think about the whole "you literally have no control over keeping the fire going" thing.
Like it or not, that was a mistake on their part.
Related to this, really need the ability to have half constructed jobs. some items just take way too long to do in a single sitting. sledge hammer for instance is going to take me 8hr 40min (and I seem to have misplaced the one I found so looks like I'm going to have to make one first thing in the morning.)
I'm not an expert on sledgehammer manufacture, but I feel that 8 hours is somewhat excessive for a single sledgehammer
why'm I getting wet inside my car. it has a roof... at least, it has roof where I am. does it need to be fully enclosed with panels or something?
If your in a regular car and your door is open you can get wet.why'm I getting wet inside my car. it has a roof... at least, it has roof where I am. does it need to be fully enclosed with panels or something?
needs roof or board on 4 sides.
ah maybe I'm missing panels on the back. what constitutes "enclosed?" stuff I can't walk on? do my kitchen things count?When you look at a vehicle in the examine menu it should say whether a tile of the car is in or out which means if the tile is exposed to the elements or not.
It seems like that downstairs is out of the reality bubble or something.Correct, as long as you have the experimental z levels option off.
So, I waited a week, but it just keeps getting colderMaybe it needs to get to the start of the next season to reset to summer? Either that or switching to eternal seasons after world gen doesn't work.
It seems simple enough to siphon it into a barrel and back into the tank you wish to have it stored in, and I dont think there is any other way, @se5a.Thank you very much
@scourge728, If you really wish to ignore temperatures, there is a mutation you can cheat in, just search up "debug", and one of them will nullify temperatures, I believe.
feral hunters, predatorThese things are one of the reasons I always carry a shotgun.
the radio says something about going west, but not how far, I'm assuming it's not just referring to the first mission (that was west of my starting point)Its a message about a FEMA camp, the message becomes less garbled as you get closer to it, just keep heading in the direction it says and you'll find it eventually.
I've had some run-ins with turrets, they seem a bit OP, like, you can open a door and instantly die. most robots seem OP as well, anything with an automatic weapon. I've learned to open a door from the diagonal to minimize getting caught in the fatal funnel from turrets. not sure how to take out robots though, I've got no EMP weapons. and don't know how to even get them. tried a grenade, didn't seem to do much, but it's almost impossible to throw without dying so not sure how close it was to them when it went off.Get a control laptop, it makes the labs go from hard to pretty much the easiest thing in the world, just have your perception high enough to spot traps, and don't get bit, and you've pretty much won, although I DO admit to teleporting into a building in the military outpost, since I tried like 30 times and kept getting destroyed by the military turrets, as A. There wasn't enough cover for me to get close enough to hack/destroy them. B. I tried the night approach but the searchlights kept me visible to them. and C. I couldn't try the vehicle approach because A. I didn't HAVE one B. Even assuming I did, I can't DRIVE them (Not the driving skill, the problem is me personally not understanding how the driving works very well. And C. Even assuming I DID have one, and COULD drive, it was surround by forest (almost entirely young trees, which appear to not provide cover) which would make it even harder. So yes I cheated
Hi, i didn't follow the game for a while, but i played quite a lot a couple of years ago.
Is there a version "0.D" on the way, or it's on hold, or something else ?
Thanks
So, what exactly am I supposed to do in the scenario where I can't get near enough to do anything to them, including shoot them?Get long-range weapons, accept the risk and use peek, or just make a monster truck that won't care about those young trees.
Was just curious if there was something I was missing, good to know there wasn'tSo, what exactly am I supposed to do in the scenario where I can't get near enough to do anything to them, including shoot them?Get long-range weapons, accept the risk and use peek, or just make a monster truck that won't care about those young trees.
If your player skillset isn't up to snuff, you've just got to work on it.
Some things are just going to be too hard until you've gotten better at the finer details, same as any difficult game.
So, what exactly am I supposed to do in the scenario where I can't get near enough to do anything to them, including shoot them?Build a vehicle that is made of curtains, is light enough to push around, and push the wheeled wall of curtains in front of you as you advance towards the site. If you're lucky, they wouldn't have added in "see through solid walls" to turrets yet, I say this because i dunno what the current update's like.
something like that yeah.Pretty sure you need to tank a hit to get them back. If you find a whistle, that should save you some ammo as well, even if it doesn't draw things in from as far.
so blade traps are pretty effective. I've started using them in narrow places then using a loud rifle to attract zeds through it.
any way to disarm and re-use it?
So, you can startle yourself by making noise?Wing stubs only increase your mutation and ugliness rating, but apart from that, they have the potential to turn into one of the good wings. Ugliness (even the basic Ugly trait) also makes you scarier though, so you'll be a bit more successful with intimidation as long as you aren't past the point that mutation-phobic NPCs just try to blow your brains out on sight.
Also, unless the experimentals changed it, why is the bat wing the only wing with no positive effects?
Spoiler (click to show/hide)
Bird wings slow your fall and prevent fall damage, insect wings let you move faster, butterfly wings give you a 50% chance to fly over pits and spiked pits and increase move speed, but bat wings only give a -3 dodge penalty, my question is why
I'm curious what you guys do for mass zombie killing.
stop dragging that shopping cart
I feel like this is the piece most people are missing, very early, don't think about defeating the zombies blocking your path, find another psth.I'm curious what you guys do for mass zombie killing.Until you get some decent skill levels as well as weapons, it's "don't".
In my current game I immediately found my path in the shape of three mi-gos loitering on a tile in between me and the first town. I am now leading them on a path of redeath and destruction through said city and letting them deal with all the zombies.
Yeah i lost so many character to that... only have 1-2 zombie, bash them and bash, get hurt, pain sets in, soon there is 2-3-4, try to run away.. realise pain is way too high reducing my pain then get overruned and dead.I feel like this is the piece most people are missing, very early, don't think about defeating the zombies blocking your path, find another psth.I'm curious what you guys do for mass zombie killing.Until you get some decent skill levels as well as weapons, it's "don't".
In my current game I immediately found my path in the shape of three mi-gos loitering on a tile in between me and the first town. I am now leading them on a path of redeath and destruction through said city and letting them deal with all the zombies.
How do you get them to not kill you? Aren't Mi-gos generally hostile to the player?
At that point I got pissed off and deleted the world.
I can't make gunpowder, the recipe is supposed to be in the hand-loaders helper, tao of the handgun and the chemistry textbook, all of which I have/ but the recipe doesn't show up.That was part of the old firearms nerf. Because just having hand-loaded ammo be weaker than factory grade ammo wasn't enough.
I can make black gunpowder, but I can't reload useful ammo with that.
I can't make gunpowder, the recipe is supposed to be in the hand-loaders helper, tao of the handgun and the chemistry textbook, all of which I have/ but the recipe doesn't show up.
I can make black gunpowder, but I can't reload useful ammo with that.
I can't make gunpowder, the recipe is supposed to be in the hand-loaders helper, tao of the handgun and the chemistry textbook, all of which I have/ but the recipe doesn't show up.
I can make black gunpowder, but I can't reload useful ammo with that.
The reason given some time ago was being able to make gunpowder is unrealistic for your mutant chemist character who has self-installed cyborg modifications. Just about the time I lost interest in the game, for some reason.
I think that you have a chance to memorize any of the recipes in the book by just reading it again.
evidently human beings are incapable of memorizing a recipe unless they do it by rote.
That's a good change, because it makes learning ALL recipes an interesting challenge instead of a grind.I think that you have a chance to memorize any of the recipes in the book by just reading it again.
That was removed, now you have to actually craft the thing. Because evidently human beings are incapable of memorizing a recipe unless they do it by rote.
The act of learning from books is still a grind. Would we want to have that changed/removed, too? Make it so you can only learn by doing the action in question?That's a weird jump of logic so I'll answer both of those rhetorical questions with "no?"
The act of learning from books is still a grind. Would we want to have that changed/removed, too? Make it so you can only learn by doing the action in question?
I mostly just think that cold-reading a recipe to memorize it doesn't make much sense, and it's not engaging, and you end up with recipes you don't want.
Without prompting you (Y/N?) every (Y/N?) time.
Oh, and if you destroy the school by, say, burning it down, you won't lose morale from killing the kids inside, though some of the kids might just turn into the burned variants, which still look like kids enough for you to feel bad about killing them.
Figured I'd check out the latest version, thing is, no idea where to get it or if there are more than one 'latest versions'. Is the original link still viable? If so, how is experimental vs stable on updates? If not, where can I find the latest versions?Stable was last updated in 2015 and will probably be updated in the year we get mass produced infantry railguns irl.
Current main page is https://cataclysmdda.org/ download links to latest builds are toward the bottom.
Oof. Meanwhile I've been trying to find any progress on the whole "fire goes out, boom fuck what you were in the middle of crafting" thing.Ick. That's disappointing. Tbh though Kevin's previous suggestion that an 'partialy constructed X' entity be created that you can pick up, and continue makes more sense to me. Would have to decay for food etc. Items with its ingredients though.
https://github.com/CleverRaven/Cataclysm-DDA/issues/23944 (https://github.com/CleverRaven/Cataclysm-DDA/issues/23944)
The only activity I could find in that regard is not encouraging.
Ick. That's disappointing. Tbh though Kevin's previous suggestion that an 'partialy constructed X' entity be created that you can pick up, and continue makes more sense to me. Would have to decay for food etc. Items with its ingredients though.
Bit off topic here, of course. To get back on course- how much CPU does Cataclysm consume in general during active play? I'm wondering how many concurrent players one PC runnning Cataclysm over, say, ssh, could handle. Maybe telnet would be better...
you'd almost have to allow players to desync. with so many commandd, buttons, interfaces, and the general turn based nature of the game you cannot let players run in either realtime or some analogue.
and crafting. 7 hours for a leather duster.
how do you reconcile crafting amd vehicle construction?
nobody passes out from starvation while working on something in real life.
FireHARDTOSHOOT seems a bit excessive for the smaller dogs. Doesn't that flag make smokers(MEDIUM) harder to hit with ranged weapons than squirrels(TINY)? Not only that, but small dogs aren't actually smaller than bigger breeds.
nonzed Evolutions
Dogs
Sckitszo
Make sure that the partially crafted object inherits any decay timer from the finished project, so you can't have a whole stack of "partially crafted cheeseburger 9/10" that will last till the end of time. :P
The project isn't a democracy, no number of "me too"s or votes is going to change something we've decided on, however we listen to peoples opinions and arguments for or against things. A good reason to make a change has more impact than any number of votes.
Nerfing things by making them break faster is a great way to annoy the players without actually balancing much.
Damage nerfs, speed nerfs, crafting difficulty - all fine for balancing an early weapon.
Durability of a fast-crafted item made entirely from common ingredients - achieves nothing except annoyance.
If actual, meaningful nerfs can’t address the problem, the problem doesn’t exist.
Fab 2 wouldn’t change anything, it’s trivial to get. I was thinking more like making it require an actual knife (or at least scissors/screwdriver) as opposed to a piece of generic scrap hammered (with a rock) into a rough spike.
As long as you can mass-craft the spears, changes to fragility are just placebo - really annoying placebo.
Yeah please don't use this forum as a staging area for your wars thanks.nexus
So... can anybody give me a hint on how to cow? Or morespecifically: how do you get milk from them. From what I read around here, it seems like it should be possible to milk them since the introduction of dairy farms, but I've never been able to do so ingame. I've already tried - and failed - to use buckets on them and to lure them into milking stations, but that didn't seem to be the solution.
We do not talk about theYeah please don't use this forum as a staging area for your wars thanks.nexus
Enable Blazemod to get more military vehicles. Tanks often have a few hundred rounds of .50 BMG or .308 loaded to the turrets.
loot humvees. unfortunately they aren't common. bridges are decent spawn points for them
You could always use the cheat/debug menu, I guess?Thanks to you, Operation "Lead Cloud" draws ever closer.
So... can anybody give me a hint on how to cow? Or morespecifically: how do you get milk from them. From what I read around here, it seems like it should be possible to milk them since the introduction of dairy farms, but I've never been able to do so ingame. I've already tried - and failed - to use buckets on them and to lure them into milking stations, but that didn't seem to be the solution.
Apply a cattle fodder when standing next to them, then "e" examine them for a menu that lets you milk or make them a pack animal to carry your stuffs.
stab is pierce.I already know all of that. What I want to know goes deeper than that easy stuff you can find with 5 minutes of searching the wiki/GitHub.
The only difference is the old code that converts cutting into stabbing.
Stab armor for monsters defaults to the average of their bash and cutting damage.
Piercing tag for weapons converts cut into stab damage
Piercing is the official name for the damage type of stab/pierce.
piercing may avoid some armor, like 20%? idk. Piercing weapons tend to do less damage on average, but benefit from a few special attacks, like reach or the rapiers dodge/block/low weight/crits/stunning.
"id": "pockknife",
"type": "TOOL",
"name": "pocket knife",
"name_plural": "pocket knives",
"description": "This is a small pocket knife. It isn't great for combat, but it's better than nothing. It's sharp enough to butcher with.",
"weight": 141,
"volume": 0,
"price": 1000,
"to_hit": -2,
"cutting": 7,
"material": [ "steel", "plastic" ],
"symbol": ";",
"color": "brown",
"qualities": [ [ "CUT", 1 ], [ "CUT_FINE", 1 ], [ "BUTCHER", 12 ] ],
"flags": [ "STAB" ]
and SPEAR Seen here:"id": "pickaxe",
"type": "TOOL",
"name": "pickaxe",
"description": "This is a large steel pickaxe, suitable for breaking up hard things or (with enough skill) hard targets. Strike the earth!",
"weight": 4535,
"volume": 12,
"price": 16000,
"to_hit": -3,
"bashing": 12,
"cutting": 8,
"material": [ "wood", "steel" ],
"symbol": "/",
"color": "dark_gray",
"use_action": "PICKAXE",
"flags": [ "SPEAR", "DURABLE_MELEE", "NONCONDUCTIVE" ]
."id" : "krav_maga_static_edged",
"name" : "Krav Maga Edged",
"melee_allowed" : true,
"min_unarmed" : 0,
"mult_bonuses" : [["damage", "stab", 1.2]],
"description" : "Increased stabbing damage."
affect the SPEAR flag now that there is apparently no difference between the damage types and whether weapons with the SPEAR flag still have a higher chance of getting stuck into targets than one with STAB.
Yes. It should, as long as the weapon is on the approved list for the martial arts. stuckins should happen as often as usual for piercing weapons. Youre reading too much into it.Krav Maga only has tonfa variants in its approved weapon list so I think you're not looking deeply enough.
Old public code is old and public.
Bloat happens.
OMG why would you literally make a reskin of a unique preorder character for your game, then release the preorder without modding it?Because of how the class was born. AKA: an unwise KS reward concerning a backer specific class. Devs didnt want to either give those backers content that would be unavaiable to future buyers, but they didnt want to break their word either. So the musketeer reskin of the arbalester was the compromise.
A shame too since muskets could easily be a neat 'hit all the things for graze damage and debuffs' character. OR, make the crossbowgirl a damn tank-buster, giving her more prot-reducing.
dumb. lame. kind of nonsense. why?
Maybe a better place to ask would be on the official Cata forums, wherever they are hosted now.My tests show that the stab buff doesn't actually work anyways, so I have all the information I need for now. This might be because the stab and pierce damage displays were merged and some obscure part of the code no longer recognizes that STAB flagged weapons are dealing stab damage, but I haven't rolled back to the stable to check if this is the case or if the buff never worked to begin with.
I'm not saying you're full of shit but I'm wasting my free time looking into these reports.
This is based on what others have claimed, so... :VDude, I've been checking up on Aavak and Rycon along with the discord, somethingawful, and here and I haven't seen anyone running into anything even remotely resembling a horde of cockroaches. Please send me a link to said description so I can find out what is going on.
I don’t have zombies trying to bite my eyes out, so my experience with eyeglasses off hasn’t Bremen that bad. Then again, I’m in the same boat as you.Sorry I wasn't clearer: I think the glare mechanic is weird. You are less perceptive when you are in normal sunlight without eye protection? That's like the default state of things, it's the environment where our eyes are supposed to function. The description for makeshift sunglasses really highlights the problem- their traditional to the Inuit not to every single group of humans ever. The Inuit made them because snow blindness will fuck you up, not because our eyes evolved for use on some other planet.
What issue are you having problems with, specifically?
... We decided that sealed containers won't generate carrion spawn and that's good enough.I didn't know this but it does make me a little annoyed that I can't put solids into containers.
I didn't know this but it does make me a little annoyed that I can't put solids into containers.Don't be, any furniture that prevents rotten items from disappearing is also airtight/won't gen carrion. I think that is just fridges?
Don't be, any furniture that prevents rotten items from disappearing is also airtight/won't gen carrion. I think that is just fridges?That's actually cool but you can't build fridges or move furniture into vehicles so you have to haul them by hand to your base? I'd feel a lot better if I it was something I could make. I guess maybe mini fridges but the storage is a little low, especially with the new "immortal food" thing.
So, anyway. Bug time. The player can instruct NPCs dig trenches right through the base tiles, leaving them unworkable. Much worse if ran through headquarters, as it breaks missions entirely.
Oh, snap, Acidia's here.Looks awesome enough to teach myself how to compile it.
Just to let the word out, Acidia's been working on a player-controlled base/faction (https://discourse.cataclysmdda.org/t/spoilers-your-base/9737/26), and has made a lot of headway recently. If things go on smoothly, it probably won't be long before this makes a functional release.
So, anyway. Bug time. The player can instruct NPCs dig trenches right through the base tiles, leaving them unworkable. Much worse if ran through headquarters, as it breaks missions entirely.
EDIT: Whoops. Fixed link.
Edit: Gave up. Anyone who includes the phrase "do it the normal way" in a guide should step on a lego brick (in socks but not especially thick ones).I know those feels. Have struggled many times to teach myself the ins and outs of compiling (C:DDA in particular) on windows to little avail.
Do you think it'd be possible for terrain types to carry identifying tags to make it so that more generalized decisions can be made based on a category of terrain? For instance, all flammable terrain having a "flammable" tag that can be read to let NPCs know that they shouldn't start fires on it. Or is the terrain data structure not supporting for this kind of shenaniganry?QuoteSo, anyway. Bug time. The player can instruct NPCs dig trenches right through the base tiles, leaving them unworkable. Much worse if ran through headquarters, as it breaks missions entirely.
Thanks, I actually ran into that one a couple days ago but I plowed through a house. So close to being able to have it dig trenches up to thee walls of the house and let the player fortify the inside... the problem is that I'd have to make a giant list of all the terrain types its allowed to write over vs the terrain types that it isn't. Do-able for for v1.0 I just had it cancel if there are terrains other than fields, forests, or swamps.
Also noticed that I inverted the planting temperature check for the farm, but I'm not sure I even have that on the version you are using.
For instance, all flammable terrain having a "flammable" tagIs there actual non-flammable terrain? The last time I tried, fires would spread just as chaotically and unpredictably on asphalt and solid rock as they do on a grassy forest floor. Trying to make a fire on anything but a brazier was basically suicide, because fire spreading wouldn't stop long actions.
I'll probably never have anything better to do while on a nine month "work trip" every couple years, if you know what I mean.
Can plant mutants safely eat cow pies or is that still WIP?Why would you want to?
Plant mutants already enjoy consuming liquid fertilizer(+30 morale) more than normal food, so why not?Can plant mutants safely eat cow pies or is that still WIP?Why would you want to?
Why would you want to?
Coprophilia: Dung Days Ahead.That's the kind of stuff you get when a bunch of weirdos mod the game.
CBM's have also gotten a big-ish change. The player can no longer manually install them. Instead, they're required to find an 'auto-doc' to implant it for them, a fixture that can be found in hospitals and hidden in various other locations. In place of painkillers, the player needs to have anesthetics in hand, which the machine will take from the inventory. The installation procedure is fairly time consuming, and the player will be completely incapacitated for the duration. Make sure you find a safe spot before you begin. Not too clear on this, but I believe failure rates and such remain the same. Also, The Bright Nights mod still allows manual CBM installations.
Ah, so it's the same as before except infinitely more annoying. That makes sense, then.
Sigged....Did you, though?
Sigged....Did you, though?
Man. I can't remember if I've ever been sigged before. So close!
Man. I can't remember if I've ever been sigged before. So close!Sigging this
Man. I can't remember if I've ever been sigged before. So close!Sigging this
Has the design doc changed recently? Or is it just being ignored because "autodoctors hehe".
Quil18 started up a series on Cataclysm DDA and it pretty much excited me back into playing again, you can find it here (https://www.youtube.com/watch?v=-zDgkGJMzW0).I'm not a contributor.
@Altivera: Seriously? Even though it has disinfectants and everything?
Since healing items seem to be getting their effects turned into an over time effect as well, what's next on the list? Alcohol? Sleep medicine? Stimulants?
Well first aid kits have disinfectant in them so I assume they can still clear bites. How much stuff in the base game can clear infections now that first aid kits cant?It's down to antibiotics, royal jelly and spontaneously developing the Infection Immunity mutation.
I'm personally more annoyed that autodocs are this magical monolithic fixtures, and the obvious isn't considered, which is to say, the ability to safely disassemble the thing and load it up in a truck.Why would anyone want to load something up into an enormous heavily customized truck covered in armored plating and bristling with turrets that you live in.
Well first aid kits have disinfectant in them so I assume they can still clear bites. How much stuff in the base game can clear infections now that first aid kits cant?It's down to antibiotics, royal jelly and spontaneously developing the Infection Immunity mutation.
I think the default chance of that is less than a coin flip, especially if you've been doing anything that might negatively impact your hidden health stat.Well first aid kits have disinfectant in them so I assume they can still clear bites. How much stuff in the base game can clear infections now that first aid kits cant?It's down to antibiotics, royal jelly and spontaneously developing the Infection Immunity mutation.
You could also hope and/or pray that you somehow survive the infection and/or bite. I've seen that happen, too. Something like "Your bite wound feels better" or the infection just disappearing and changing to "Recovering from infection".
Apparently, devices are autonomous enough that a surgical suite that works on it's own and requires no high quality materials input can keep running no problem? But gunpowder and municipal power and the whole business is unfeasible?
Has the design doc changed recently? Or is it just being ignored because "autodoctors hehe".
Remember the core rule of CDDA and DF development:
Realism is only worth adding if it's to the player's detriment.
Okay that's mean, but... Df has definitely gotten a lot harder since ~2012. And deeper, but very rarely any more convenient.
Well, the game doesn't start just after things go pear-shaped, and my understanding is that powerplants actually kind of do just stop working if people stop maintaining them for too long.This is definitely the case.
Which leads us to another feature that I wish existed, but this is probably near-impossible to actually implement right: starting the game during the end of the world, rather than after.Would have to agree, it's not a remotely quick fix and the existing features aren't stable enough to attempt building out the AI. Even if the features were stable, no-go without a template class for A* pathfinding and proper probability modeling. (Instantiate A* pathfinding to deal with all of crafting, construction, and vehicles, not just travel. Probability modeling allows knowing the actual best melee weapon, etc.)
Can you not build vehicles that pass indoors now? Every base I set up eventually had a fortified solar farm on a frame that fed into a fully working kitchen and light setup inside. It wasn't a fast project but it was stable and the utility you get from a setup like that should require some considerable effort, imo.As far as I know you can still do this, and I always do it but I use the jumper cables instead of frames to get inside.
One thing that might help mitigate a little of the recent problems: https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul (https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul)Very nice.
There's always been some edge cases and problems with how spoilage is passed from ingredient to product, and the "immortal but long-lasting food" overhaul made the problems with the system a lot more visible. The above mod is a stopgap via making most of the old non-perishable food truly non-perishable again.
To summarize:
1. Mere hours of time wasted for short-term ingredients can mean months lost
2. The above problem is not very realistic, the shelf life of most non-perishable foods (jerky is a classic example) is not as strongly affected by how fresh the ingredient is.
3. The "assume shelf life of poorly-stored goods" approach is only realistic (and only worth adding from a gameplay perspective) if proper packaging is something the player can do, which wasn't added. Root cellars aren't really an example of this, or at best only a partial example.
Haven't played CDDA in a LONG time due to numpad controls causing my fingers pain after a while. Are guns still worthless pieces of rubbish and melee weapons still way too good (to the point where it's better to slash a Hulk with a Katana rather than shoot him with .50 BMG or something), and are the devs still pushing "muh realism" changes that apparently 99% of the playerbase hates?I can answer one question: Concerning melee, there's a stamina stat now. It regenerates continuously, is slowed by encumbered and general injury, and is consumed by movement, melee actions, and getting hurt I think. You can sprint, doubling your ground speed but draining stamina rapidly, and having low stamina massively penalizes your speed.
Are guns also still worthless at hitting stationary targets like turrets, even if you use precision aim? Are rifles still the only guns worth using because pistols/smgs are too pathetic?
Also, how are NPCs now?
One thing that might help mitigate a little of the recent problems: https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul (https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul)Very nice.
There's always been some edge cases and problems with how spoilage is passed from ingredient to product, and the "immortal but long-lasting food" overhaul made the problems with the system a lot more visible. The above mod is a stopgap via making most of the old non-perishable food truly non-perishable again.
To summarize:
1. Mere hours of time wasted for short-term ingredients can mean months lost
2. The above problem is not very realistic, the shelf life of most non-perishable foods (jerky is a classic example) is not as strongly affected by how fresh the ingredient is.
3. The "assume shelf life of poorly-stored goods" approach is only realistic (and only worth adding from a gameplay perspective) if proper packaging is something the player can do, which wasn't added. Root cellars aren't really an example of this, or at best only a partial example.
If people think that these changes are something of value, like it's a problem that an established player is no longer desperately replenishing their food supply, I can appreciate that. I just don't understand why realism needs to be applied in such a way that "fuck the player" is always priority #1. Why was the realism change of "faulty engines" so much more important than the realism change of "engines can be disassembled for parts?" Why is it damaging to realism that the player's jerky doesn't spoil but it's not damaging that they can't pickle mixed vegetables or use 3L jars and larger batches?
And the same people aren't particularly interested in uniting behind a different fork, either.One thing that might help mitigate a little of the recent problems: https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul (https://github.com/chaosvolt/CDDA_Nonperishable_Overhaul)Very nice.
There's always been some edge cases and problems with how spoilage is passed from ingredient to product, and the "immortal but long-lasting food" overhaul made the problems with the system a lot more visible. The above mod is a stopgap via making most of the old non-perishable food truly non-perishable again.
To summarize:
1. Mere hours of time wasted for short-term ingredients can mean months lost
2. The above problem is not very realistic, the shelf life of most non-perishable foods (jerky is a classic example) is not as strongly affected by how fresh the ingredient is.
3. The "assume shelf life of poorly-stored goods" approach is only realistic (and only worth adding from a gameplay perspective) if proper packaging is something the player can do, which wasn't added. Root cellars aren't really an example of this, or at best only a partial example.
If people think that these changes are something of value, like it's a problem that an established player is no longer desperately replenishing their food supply, I can appreciate that. I just don't understand why realism needs to be applied in such a way that "fuck the player" is always priority #1. Why was the realism change of "faulty engines" so much more important than the realism change of "engines can be disassembled for parts?" Why is it damaging to realism that the player's jerky doesn't spoil but it's not damaging that they can't pickle mixed vegetables or use 3L jars and larger batches?
Because Kevin has a hardon for pointless busywork-making "realism" and most folks don't challenge him much because he bans people for arguing with him.
Very nice.
If people think that these changes are something of value, like it's a problem that an established player is no longer desperately replenishing their food supply, I can appreciate that. I just don't understand why realism needs to be applied in such a way that "fuck the player" is always priority #1. Why was the realism change of "faulty engines" so much more important than the realism change of "engines can be disassembled for parts?" Why is it damaging to realism that the player's jerky doesn't spoil but it's not damaging that they can't pickle mixed vegetables or use 3L jars and larger batches?
Ultimately, I think it boils down to something along the lines of experienced players with coding ability trying to put a challenge into their own game using the code. I think it's great they are contributing, but I think that sometimes they are not allt he way coherent of other players who would prefer this not to be a problem.That's not it at all. Most of the people who've been involved with the project have made a lot of interesting, sensible changes. This tedious bullshit>gameplay quality is coming from a specific source, and it's explicitly not the bulk of the folks who've made meaningful contributions.
As they are, they are little more to me than loot pinatas.
As they are, they are little more to me than loot pinatas.
Or with dynamic NPCs on, loot piñatas that teleport inside your fortified base, steal all your crap, then tell you to fuck off.
We now have dogsplosions though. Also you can technically breed chickens. This is tied to the carrion spawn system though, which is a bit of a mess.
The real bane of my existence is the jacking and lifting changes. For changing tires, sure, but it's made building a train a painfully tedious task. In the version I'm using, which is admittedly very out of date, the jacking and lifting doesn't even work which makes working with vehicles impossible.
I’m afraid I don’t understand - if the things Kevin does piss off so many people, why don’t they split off and make their own variant of the game?
If things are even half as bad as described, surely Kevin’s angered a person with coding skill...
Because, I think, Kevin is the only one willing to actually herd the cats on a permanent basis.
C:DDA has not been fit to fork for years. It should be simpler to fork Whales (https://github.com/zaimoni/Cataclysm) and cherry-pick what C:DDA did right -- after getting a sane internal data representation.
Yes, Typhon has a hundred heads -- but are they coordinated heads?
Out of general curiosity (I don't actually play this game, I just love the stories) what is it about the code itself that makes it technically unfit to fork? Lots of code that would be hard to debug/maintain except by the original coders, who wouldn't be migrating?By my understanding it's more that these days a lot of the people who were originally involved in coding for DDA have moved on. That's why kevin is nominally in charge now, he was the only one of that cohort that's still regularly active and willing to run things beyond doing his own contributions (even if because it's an ego-tripping power fantasy deal for him). He wasn't a great guy back then, but he wasn't nearly as much of an asshole as is he now that he thinks of DDA as his personal fiefdom.
Out of general curiosity (I don't actually play this game, I just love the stories) what is it about the code itself that makes it technically unfit to fork? Lots of code that would be hard to debug/maintain except by the original coders, who wouldn't be migrating?Not at all. Even when restarting from Whales, it's just refactor for legibility.
Out of general curiosity (I don't actually play this game, I just love the stories) what is it about the code itself that makes it technically unfit to fork? Lots of code that would be hard to debug/maintain except by the original coders, who wouldn't be migrating?I'm not sure what all that was about, there's a lot of conspiracy theory smelling stuff in there, I don't have time to manage a conspiracy.
I'm not sure what all that was about, there's a lot of conspiracy theory smelling stuff in there, I don't have time to manage a conspiracy.
There's no technical reason dda is hard to fork, the thing that makes it hard to fork is that I'm coordinating a very large number of contributors that are making changes very rapidly, to have a decent chance of a fork succeeding, you'd need to convince the most productive half (or maybe a bit more) of the contributors to defect to your fork, and isolated pockets of griping aside, *people are generally pretty happy with the game*.
Basically each time someone organizes a fork, they're coordinating a vote of no confidence against me, and I haven't lost a vote yet.
Is it a mainstream game? not remotely
Does it follow the usual formula for seeking a lowest common denominator of user to gather as large a user base as possible? nope
Does it clearly have an angle that resonates with people and maintains a solid fanbase, and regularly convert fans to contributors? Yep
Do you feel that the complaints people are raising are that the game isn't mainstream enough or that it's failing to seek out the lowest common denominator I mean, this is a Dwarf Fortress crowd they don't need every game to be Call of Duty Shoot-a-Man. Nobody's complaining about the game being too experimental or even too difficult, they're saying "tedious" and "busywork."My point is I'm not making a game for everyone, I'm making a game for me, and people who are looking for the same experience I am. The fact that a large number of people are not looking for that experience is a *given*, so its nonsensical for me to worry about people who dont want to play the game I'm making.
I'll also confess that I'm perplexed by the logic that their failure means that multiple votes of no confidence being initiated doesn't reflect a serious problem.Out of tens of thousands of players and hundreds of contributors, a handful cast a vote of no confidence. Excuse me if I'm unimpressed.
See, the problem with that argument is that you need to actually be making a game.Do you feel that the complaints people are raising are that the game isn't mainstream enough or that it's failing to seek out the lowest common denominator I mean, this is a Dwarf Fortress crowd they don't need every game to be Call of Duty Shoot-a-Man. Nobody's complaining about the game being too experimental or even too difficult, they're saying "tedious" and "busywork."My point is I'm not making a game for everyone, I'm making a game for me, and people who are looking for the same experience I am. The fact that a large number of people are not looking for that experience is a *given*, so its nonsensical for me to worry about people who dont want to play the game I'm making.
* Full butchery can be performed in a workshop consisting of a butchers rack, a nearby table, and requires extra tools, mainly sawing tools and cutting tools.
* Full butchery takes significantly more time, but yields full potential of a corpse.
See, the problem with that argument is that you need to actually be making a game.Thanks for playing (https://en.wikipedia.org/wiki/No_true_Scotsman).
Someone who can make that argument? Steve Walmsley.
original mechanic got overhauled, game is shit!11: See every game ever with fans that don't like the development direction.
Did you forget the part where it said it increases yield by a significant amount, giving you incentive to full-butcher and not just field-clean?
Did you forget the part where it said it increases yield by a significant amount, giving you incentive to full-butcher and not just field-clean?
I found about this afterward, but this has been replaced by a new problem:
You need a full butcher's setup to get bones, skin, fat, sinew, feathers, etc. Now butchery in the field magics your knife through the skin, debones it, etc while somehow making all of that shit vanish.
Coming soon to a forum near you:They left this thread to fester for a bit too long before coming back a few month ago, so what did you expect?Quoteoriginal mechanic got overhauled, game is shit!11: See every game ever with fans that don't like the development direction.
Worse here though, because here they're free to take a fork and do whatever they want, but would rather make excuses about why them complaining, and them accepting the situation aren't the same.
I'm not a fan of DDA really. It's been a loong time since I played it, but I'm really tired of how this thread keeps getting derailed by a group of folks that do exactly the above.
Or it's considered wasted due to the makeshift nature of your butchering.
Or it's considered wasted due to the makeshift nature of your butchering.
Speaking of bones, do fish still give usable bones for whatever reason? I mean, besides the bone needle and skewer recipes, what can you actually make out of these?
Not played with the new butchery thing, but honestly it does sound like complaining for the sake of complaining. CDAA has made shitty decisions, but I feel this isn't one of those.
I think fish-bone (https://www.istockphoto.com/ca/vector/carcass-of-a-perch-wood-engraving-published-1884-gm481999771-37642324) armor is a bit generous.Speaking of bones, do fish still give usable bones for whatever reason? I mean, besides the bone needle and skewer recipes, what can you actually make out of these?
Bone meal (for a few random uses), bone armor, aspic, bone broth, fodder for charcoal...
Latest discussion if you want to follow along.
https://github.com/CleverRaven/Cataclysm-DDA/issues/24878
Tl;dr I unrepentantly eat babies.
No wait, I listen to feedback and try to find a way to make most people happy.
That doesnt sound right either, just read the thread.
1. I do indeed think that yes, simple butchering on the spot should return a proportion of all categories of yield. Perhaps what percentage might vary with carcass size and type of yield (i.e. getting all of the skin from a large animal would be difficult without a carcass rack or such, but it would be possible to get part of the skin at least), but either way it should realistically allow some proportion of all available yield. You might not be able to manhandle the carcass to get all of the hide and such, but you could still plausibly cut away a good amount of it and use that, if you were desperate (and if difficulty getting a full butcher setup is a concern for the player at the moment, it likely is indeed a desperate situation).
2. For skinning, I'd suggest either tie it quick butchery, and/or tie it in with a non-workshop equivalent to more thorough butchery. Quick butchery should be wasteful and perhaps more focused on meat, but it might not need to fully waste the remaining materials.
3. The last option, making butchering racks and flat surfaces optional but tied in with getting the maximum yield out of a carcass, might be the most complete approach. To me that seems like a likely outcome if above suggestions for 1 and 2 end up used.
4. I can see this going either way for small and tiny creatures. Related to suggestions in point 1, even if it is still required for full yield, one could still make it so that smaller creatures return a higher percentage of available yield when butchered on-the-spot.
5. That one I'm not sure about. In practice the yield could perhaps trend closer to full workshop yield, but I don't know at what percentage of yield or at what skill level things stop at.
6. Not sure of that either. I'm partially leaning towards either "no" or "depends on what plausible alternatives exist" I suppose. There are prehistoric methods of making tools capable of sawing bone, such as knapping a serrated or jagged edge adequate for the task, so it might not be as big a restriction as it first seems.
I unrepentantly eat babies.This reminds me of my of the first time I found a misshapen fetus, and I found out that it could be eaten, my immediate reaction was to eat it to see what would happen.
How did the NICU staff not notice you wandering into the preemie ward?I unrepentantly eat babies.This reminds me of my of the first time I found a misshapen fetus, and I found out that it could be eaten, my immediate reaction was to eat it to see what would happen.
I'm super stealthy, and I couldn't help myself, I had to eat the fetus as they are so tender and yummy.How did the NICU staff not notice you wandering into the preemie ward?I unrepentantly eat babies.This reminds me of my of the first time I found a misshapen fetus, and I found out that it could be eaten, my immediate reaction was to eat it to see what would happen.
I hope none of the mothers were present, they surely didn't need even more strife on top of some freak eating their child.
:P
See, the problem with that argument is that you need to actually be making a game.Thanks for playing (https://en.wikipedia.org/wiki/No_true_Scotsman).
Someone who can make that argument? Steve Walmsley.
I don't like needing a butchering rack in order to get all the drops from butchering corpses. Before I just butchered and hauled the resources back to my base, now I gotta carry the damn corpse back to a butchering rack with a flat surface nearby in order to get a full yield from butchering.I think the full butcher setup just gives you extra drops you wouldn't normally get and the fast butcher is functionally the same as just pressing B in previous versions
Unless they changed it fast butchering netted me only meat and offal.I don't like needing a butchering rack in order to get all the drops from butchering corpses. Before I just butchered and hauled the resources back to my base, now I gotta carry the damn corpse back to a butchering rack with a flat surface nearby in order to get a full yield from butchering.I think the full butcher setup just gives you extra drops you wouldn't normally get and the fast butcher is functionally the same as just pressing B in previous versions
Well, thats an unpleasant change. I hope they plan on adding a semi-processed form of butchering to reduce mass and/or volume so one can haul the corpse back easier.You can field dress and quarter a corpse to reduce the weight but you need to perform a full butchery which requires a butchering rack, a flat surface, and sawing and cutting tools in order to get stuff outside of meat and offal.
I just spent several days in game clearing the roaches out of a mansions basement, the whole process involved killing almost four hundred roaches and gathering all the eggs and meat and burning all of it, in the hope that they don't come back, probably would have been more of a pain in the ass if I hadn't already killed all the zombies.
So has anyone else noticed the massive amount of stuff spawning from the new carrion thing, I left it at 100% if that matters. I should probably turn it down.
Well, thats an unpleasant change. I hope they plan on adding a semi-processed form of butchering to reduce mass and/or volume so one can haul the corpse back easier.Answered here
The whole “Spawn from rotten things” mechanic makes me wonder if a cockroach farm wouldn’t be possible...Sort of, but they should be zero-sum, so you can't get unending meat from farming them. i.e. when a roach spawns it also consumes some existing meat.
Sort of, but they should be zero-sum, so you can't get unending meat from farming them. i.e. when a roach spawns it also consumes some existing meat.This is completely disgusting, and I think it's amazing.
OTOH, you definitely CAN dump your (inedible) tainted meat and farm up (edible, but gross) roach meat.
So you're saying that in their quest for realism the dev team has come to simulate spontaneous generationSort of, but they should be zero-sum, so you can't get unending meat from farming them. i.e. when a roach spawns it also consumes some existing meat.This is completely disgusting, and I think it's amazing.
OTOH, you definitely CAN dump your (inedible) tainted meat and farm up (edible, but gross) roach meat.
So you're saying that in their quest for realism the dev team has come to simulate spontaneous generationClearly you're just taking the piss, but there's not a chance that there's a single open area in C:DDA that's roach-proof.
So you're saying that in their quest for realism the dev team has come to simulate spontaneous generationClearly you're just taking the piss, but there's not a chance that there's a single open area in C:DDA that's roach-proof.
Muh relizms ::)
Are they dangerous? Do they eat food? Will the mob you? Can they infect you?
Roaches sound like they could be obnoxious. Spread like fungus, but made of meat.There's a new-ish function that allows certain mobs to eat food and crops if they are adjacent to them. All carnivores will eat meat, most insects eat any food they stumble near, herbivores ravage growing/unharvested crops if you aren't careful. The heavily mutated version of giant roaches, plague nymphs/bearers/vectors, have the zombie's infectious bite and do a bit more damage but aren't much more dangerous than ordinary zombies themselves.
Are they dangerous? Do they eat food? Will the mob you? Can they infect you?
Alarm, alarm. New plant growing get merged right now, expect more keypress. Much more.
https://github.com/CleverRaven/Cataclysm-DDA/pull/24291
The mininuke apparently got nerfed in the name of realism, and they also removed the crafting recipe for it so you can't make them yourself.
Not only that, but CBM's are now no longer craftable. Quite a nerf for genius builds.
On shittier news, it seems acidia has gone on hiatus, if not left for good. Not too clear why that was, but it seems he suspected someone was stealing or undercutting part of his work with inventory management. Whether acidia'd legitimate reasons, or merely ragequit outright, it's very likely NPC camps won't be updated any time soon. Judge for yourselves. (https://github.com/CleverRaven/Cataclysm-DDA/pull/24488)
On a happier note, labs have been expanded dramatically, mansion basements got an overhaul, quick butchering gives much more returns (a quarter of the max yields for meat, and half for just about everything else), and there's also that above inventory management system on the works.
..seriously I feel less and less inclined to return to the game seeing these developmemts ???
Alarm, alarm. New plant growing get merged right now, expect more keypress. Much more.
I somwtimes wonder If the people who add this kind of stuff actually like doing the same mindless action 50+ times in a row. is their definition of fun watching propmpts fly through the screen? Maybe its their idea of RP?
Farming expanded but not streamlined. /sighWe cant quite do everything at the same time, it's in progress https://github.com/CleverRaven/Cataclysm-DDA/pull/25181
Cataclysm is a survival game heavily focused on combat. Unreal world is a survival game where it is quite easy and really for the best to just avoid combat entirely. If that's what some people want, then fork the game or make a mod, because that's not what it is.If you want an action game that doesn't care about being grounded in reality, you're the one that needs to fork or mod, feel free to do so.
The mininuke apparently got nerfed in the name of realism, and they also removed the crafting recipe for it so you can't make them yourself.I buffed the absolute shit out of the mininuke in the name of realism, but hey, dont let reality get in the way of a good rant.
https://www.reddit.com/r/cataclysmdda/comments/9ahy67/explosion_power_and_its_effects/Alarm, alarm. New plant growing get merged right now, expect more keypress. Much more.I somwtimes wonder If the people who add this kind of stuff actually like doing the same mindless action 50+ times in a row. is their definition of fun watching propmpts fly through the screen? Maybe its their idea of RP?Farming expanded but not streamlined. /sighWe cant quite do everything at the same time, it's in progress https://github.com/CleverRaven/Cataclysm-DDA/pull/25181Cataclysm is a survival game heavily focused on combat. Unreal world is a survival game where it is quite easy and really for the best to just avoid combat entirely. If that's what some people want, then fork the game or make a mod, because that's not what it is.If you want an action game that doesn't care about being grounded in reality, you're the one that needs to fork or mod, feel free to do so.The mininuke apparently got nerfed in the name of realism, and they also removed the crafting recipe for it so you can't make them yourself.I buffed the absolute shit out of the mininuke in the name of realism, but hey, dont let reality get in the way of a good rant.
Protip, a lot of the time when people complain about features, they dont know what they're talking about, you might want to either play yourself or at least actually follow development instead of taking ranting at face value.
So... mea culpa. The farming overhaul seems to as bad as claimed, I've reverted it.
I started playing again when firearms got buffed. I can't be bothered to start a vanilla character, level him up and play the way it has to be played. I usually make an "accomplished" character with all skills close to max, spawn me some equipment and a car and just have fun in the world fucking things up and giving me random goals with self imposed time limits and conditions. It's quite fun. Anyone else playing this way?
Maybe a few months back I picked up Cata again, tried to shoot something, and had the bullet go like 90 degrees to the left of what I was pointing it at. While aiming. I heard guns were buffed, is this sort of nonsense still in?
Somewhat relatedly I was just sorta reminiscing about one of my favorite runs of Cataclysm, eons ago, before static spawn, when vehicles were still a mod. A Hulk got jammed in the windshield of my mostly-totalled car and had beat me basically to the edge of death, when I remembered I had an MP5, which, even while untrained, I managed to magdump it into it, somehow getting off every shot until it died, without any gun skill, because it kept the thing stunned or something. They were deadly panic buttons that were super constrained because of ammo, and because they were loud, they would call more trouble eventually, which was neat.
So like, y'know, that 90 degrees thing was super annoying, because I'd aimed the thing by just pointing a fingergun at the zombie while the gun dangled on the extended finger or something. It was super weird and immersion breaking. I think I still had the issue of 'literally cannot shoot zombie dogs and other small stuff' too, which was also aggravating? I guess what I'm asking is 'are those particular things gone yet'.
This soundpack is based on ChestHole’s soundpack mixed with some RRFSounds, but with some new sounds, some replacements and cleanups to remove crackling, popping and poor looping. The music with rain embedded into them were replaced with new songs as well. This should fix the “it’s raining while it’s not raining bug”. I’ve also added gunfire sounds to all vanilla firearms (as of May 2018). I’ve added a bunch of new songs that match the overall tone of the songs included in the standard ChestHole’s soundpack (which originate from Vulkan’s soundpack).
It makes me soo happy that I am the one to standardize moose yelling.
If I knew how to code better . . .It makes me soo happy that I am the one to standardize moose yelling.
Mercifully they haven't mainlined mooseseses being able to punt people into orbit. XP
I find amusing that the moose sprite has 2 red eyes as if glowing, it describe very well how i imagined the Cataclysm moose to be : demonic machines of pure hatred and destruction.
Is the dino mod working on current builds ?I've only ever seen dinosaurs in basements and swamps
I mean, i played a few mall cop start and escaped to a town only to get killed by those damn feral hunters, and every time not a single dinosaur in the mall, in the forest or in the town i was moving around .
Is there a setting that may prevent them to appear ? Or are they supposed to replace the undead (i hope, a jurrasic park themed run could be fun) but it is not working ?
Is random NPC spawning completely broken in recent versions ?
With the default setting when i enabled random NPC i saw 0 random NPC in all my characters run crossing whole cities, the only one i saw are if i turn static NPC on (so i see the guy at the shelter or in the mall starts)
Decided to turn the spawn rate setting from its default 0.1 to 15.0 ! and still absolutely no random NPC is spawned anywhere i am running into, moved through a whole city and in the wilderness up to the next city in the map, 0 random NPC
Of course observation dones with random npc turned on, and no NPC corpse if i was just unlucky and they were getting killed just before i could see them.
I enabled the debug menu also i looked into the code. I have 13 NPCs on the map, 2 followers, 8 npcs on the farm i helping to turn into a survivor camp and 3 bandits far away. Because the bandits placed to the same place i’m think they are static NPCs too.
In every hour random NPCs has a percentage chance to spawn which is:
NPC_spawn_rate*(0.8 raised to the power of the actual_number_of_NPCs)
So because i have the default spawn rate and 13 NPCs, the chance for a new npc is:
0.1*(0.8 raised to the power of 13)=0.005%
Even with the maximum spawn rate (100) there would be only 5% chance, with 24 NPCs only 0.5% and with 44 NPCs only 0.005%.
How do I keep getting irradiated?
I get that it's in Clean Water and some food (Another irritation to keep track of), but sometimes it happens while I'm out on the town, I'll @ and just see that I'm irradiated. This isn't after getting hit with a Huge Boomer either.
Thanks to setting the npc encounter rate to 100 as recommended to have a 5% chance of finding any instead of the 0.005% that the default setting allows i finally found a random one "Steven Peterson" with my new character.Be careful about picking fights with NPCs, I've seen level 14+ combat skills on some of them.Spoiler (click to show/hide)
After passing away, the game told me the fate of brave "Steven Peterson"Shot in the head, yet still ultimately died of sepsis rather than brain damage? Ouch, sounds like a slow and painful death.
Is that copypasta or just word salad?
Most of the issue I've seen has been about two things:
1. People mistakenly thinking that the option has been removed, when it's just the default setting being changed.
2. People concerned about the long-term implications of it.
Thing is, a LOT of discussion has been opened up as a result, making the conversation hard to follow, and it's still not 100% clear what all will happen in terms of "so what next" and such.
And again, see my sentiment: most of what could happen as a follow-up will be to the player's benefit, but there are some things that might go wrong if mishandled.
And that's what I suspect most people who are actually worried by the change are thinking about. Like I said, I don't care about the change ITSELF, but I am keeping an eye on things and trying to figure out what the overall plan is now.
Of course, if the intent of the change is that the player actually plays one character for 180+ days, then some game balance changes are in order. Make it harder to become boringly unstoppable over the course of one in game week. Make it easier to survive, so that 90 days is a goal that a beginning player can work their way up to, rather than it seeming impossible. Make some of the tasks you'll undertake, like building, take up more in-game time andless out-of-game time,so that the days pass quicker for the player.
Don't forget dynamic NPCs spawning inside your sealed-up base, stealing all your chicharrones, then telling you that your house is their turf. XP
snip'd
What would you say is the best tileset at the moment? I personally prefer playing in ascii, but tilesets are preferable when I stream since to some people ascii would be like staring through the matrix.
Butchering has been basically set up to be fully sane now. Quick butchery is pretty much now old-style butchery, but you can't get CBMs from dead augmented monsters that way. Full butchery can also be done on smaller critters at will, is annoying to set up for larger ones, but returns much better yields (enough to make the hassle worth it).
Dissection is the only real thing that's mildly problematic, but I...THINK field dressing doesn't mess with it, so delaying the rot with it has additional use.
rags apparently may be able to be obtained from deconstructing beds, but after finding a bed in a house nearby i saw that it wasn't the case at all as deconstructing it led to 0 rags, so i took the blankets and decided to drag those home in order to see if with some cutting tool (as i had none) it would allow me to transform those blankets into the much needed rags.
Yeah, smashing beds gives rags, taking it apart gives blankets worth more rags.Not a mattress? So unrealistic!
He hasnt made a knife yet.I had plenty of cutting item, unfortunately in those regular looting expedition and dropping the loot at the homebase i unfortunately got rid of anything that could cut.
He hasnt made a knife yet.Yes, I know. I was confirming their theories.
I'm futilely asking "what version makes most sense/most enjoyable", as many before me. :P
Will be back for the eventual 0.D release but i'll go play something else meanwhile.Thanks for the storytimes, it was nice to see this thread in the New Replies list for some reason else than github drama again!
Thanks for the storytimes, it was nice to see this thread in the New Replies list for some reason else than github drama again!Happy to see my character cdda misfortunes were entertaining :D
The game started crashing like crazy as of late, to the point where I can't get to another autosave (5 min). Loading takes ages too.
Which one fixed your problem ?8070. But I skipped two of the earlier ones, so I'm not sure which one did it.
Can anyone think of a way to make a retractable blast shield for a car's windshield, that one could somehow raise from the inside? All I can think of is a line of doors on the bonnet, but that'd require leaving the car to open or close.Does the blast shield have to be on the outside of the windshield? For steel, ceramic, or other rigid materials, slipping a slatted sliding door in the roof is a possible option if it's inside, and it may be viable even if it needs to cover the glass: it can rest on rollers that can be used to push it forward until gravity drops it over the windshield. You lose the ability to waterseal it, though, especially if it's outside and you physically need to move it from inside, and the rails on the outside may end up being unprotected depending on how you build it. Likewise, for folks who have been in a car that predates power windows, they have crank handles for side doors that may be options for any such sliding door in the roof or hood: gears work as well as physically pushing the shield. Strictly, depending on what you want it for, you may not even need rigid blast covers: blast curtains made out of ballistic fiber like these (https://blasttac.com/blast-protection-military-police/) can provide lightweight protection as well, and if I recall, ballistic fiber is already in the game.
And for something completely different, has anyone found any use for USB drives with or without the various software?
Any tips on not dying to hordes, acquiring enough gear to avoid freezing, and other such tips?Cars are your friend. You'll need:
Does the blast shield have to be on the outside of the windshield? For steel, ceramic, or other rigid materials, slipping a slatted sliding door in the roof is a possible option if it's inside, and it may be viable even if it needs to cover the glass: it can rest on rollers that can be used to push it forward until gravity drops it over the windshield. You lose the ability to waterseal it, though, especially if it's outside and you physically need to move it from inside, and the rails on the outside may end up being unprotected depending on how you build it. Likewise, for folks who have been in a car that predates power windows, they have crank handles for side doors that may be options for any such sliding door in the roof or hood: gears work as well as physically pushing the shield. Strictly, depending on what you want it for, you may not even need rigid blast covers: blast curtains made out of ballistic fiber like these (https://blasttac.com/blast-protection-military-police/) can provide lightweight protection as well, and if I recall, ballistic fiber is already in the game.I'm pretty sure none of those things are doable in the game. Maybe with some car-related mods, but I wouldn't know.
Can anyone think of a way to make a retractable blast shield for a car's windshield, that one could somehow raise from the inside? All I can think of is a line of doors on the bonnet, but that'd require leaving the car to open or close.You can put opaque doors on a line of frames in front of the windshields then put a door motor on the doors, so you can close and open them with the controls. Door motors need small electric motors.
Any tips on not dying to hordes, acquiring enough gear to avoid freezing, and other such tips?
I can't seem to pickup frozen water from toilets. Anyone got any clues how I can defrost it?Light the house on fire?
My apologies; I didn't parse the context properly, and thought we were considering ideas for development. That was my error. Looks like King Zultan had a better idea for in-game. ^_^Does the blast shield have to be on the outside of the windshield? For steel, ceramic, or other rigid materials, slipping a slatted sliding door in the roof is a possible option if it's inside, and it may be viable even if it needs to cover the glass: it can rest on rollers that can be used to push it forward until gravity drops it over the windshield. You lose the ability to waterseal it, though, especially if it's outside and you physically need to move it from inside, and the rails on the outside may end up being unprotected depending on how you build it. Likewise, for folks who have been in a car that predates power windows, they have crank handles for side doors that may be options for any such sliding door in the roof or hood: gears work as well as physically pushing the shield. Strictly, depending on what you want it for, you may not even need rigid blast covers: blast curtains made out of ballistic fiber like these (https://blasttac.com/blast-protection-military-police/) can provide lightweight protection as well, and if I recall, ballistic fiber is already in the game.I'm pretty sure none of those things are doable in the game. Maybe with some car-related mods, but I wouldn't know.
Don't those only operate one door at a time? Or is it different for connected doors that open and close all adjacent doors at once?Can anyone think of a way to make a retractable blast shield for a car's windshield, that one could somehow raise from the inside? All I can think of is a line of doors on the bonnet, but that'd require leaving the car to open or close.You can put opaque doors on a line of frames in front of the windshields then put a door motor on the doors, so you can close and open them with the controls. Door motors need small electric motors.
No, it works as a unit. If you make a line of doors that open together, like sliding doors or hatches, then one (tiny) motor opens them all.Don't those only operate one door at a time? Or is it different for connected doors that open and close all adjacent doors at once?Can anyone think of a way to make a retractable blast shield for a car's windshield, that one could somehow raise from the inside? All I can think of is a line of doors on the bonnet, but that'd require leaving the car to open or close.You can put opaque doors on a line of frames in front of the windshields then put a door motor on the doors, so you can close and open them with the controls. Door motors need small electric motors.
Don't those only operate one door at a time? Or is it different for connected doors that open and close all adjacent doors at once?They open regular doors individually or you can open them all at once, and connected doors open all at once no mater what.
The only downside is that cameras I've installed to provide vision when the blast shield is up are extremely fragile. Given the amount of zombie ramming I do, by the time I may need to raise the shield, I might have to drive blind.The only thing I can think of to protect the cameras would be to ether put armor where the camera is or to place a row of frames or rams in front of the blast shield.
The only thing I can think of to protect the cameras would be to ether put armor where the camera is or to place a row of frames or rams in front of the blast shield.Oh, they're armoured alright. The issue is, they stop working properly pretty much as soon as they get any damage whatsoever (I've had yellow ones dying on me). I now have three up front for some redundancy, but they can't be repaired with a welder, so at this rate I'll have to start mass-producing glue in not-too-far future.
time ago i can't save when cruise a car because a bug... this is fixed?Yes.
en.halloween
en.title
and rename this copy en.halloween
is possible to save the world generation option??From the main menu go to Settings>Options>World Defaults (use tab to navigate the options screen).
Is there a way of losing the Frail trait, without going for post-treshold mutations in the beastly aspects? I thought I could maybe guzzle some gallons of mutagen and with some luck get Tough, but now that I'm reading the wiki, it says it has the targetted mutation tag, without being assigned to any aspect. Soo... it can't be gained outside of character generation? Do I understand this right?
http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Tough
The wiki is a horrible mishmash of up-to-date and outdated because the constant updates basically guarantee that even if they could actually be bothered to update it, which is the other problem, it would likely become irrelevant within 3 months of the change. Also, I remember their spam/bot filter being broken AF, so you couldn't actually confirm if you were human or not after editing or trying to register an account.Is there a way of losing the Frail trait, without going for post-treshold mutations in the beastly aspects? I thought I could maybe guzzle some gallons of mutagen and with some luck get Tough, but now that I'm reading the wiki, it says it has the targetted mutation tag, without being assigned to any aspect. Soo... it can't be gained outside of character generation? Do I understand this right?
http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Tough
From what I read on the Wiki http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Traits (http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Traits), which admits itself to being inaccurate:
"Traits are very hard to get rid off, and only in rare occasions, involving thresholds you can sometimes change them."
but then it says
"You cannot change starting traits normally, and purifier will try to give them back to you. But if you really want to change your starting traits you can use the mutate option of the debug menu."
Sorry I can't be of more help. And the wiki really shouldn't contract itself.
why found a backpack is almost impossible...i have searched on two cities and no see one.....Sporting goods and military surplus stores are your best bet. Hardware stores and clothing stores have other good storage chest pieces (such as tool belts and messenger bags). And if you really can't find anything better, you can craft a belt pouch, though it's pretty encumbering for its storage.
why found a backpack is almost impossible...i have searched on two cities and no see one.....
They just restored the ability to fix vehicle batteries while they're installed in a vehicle
No I'm playing eternal summer which some research and intuition suggests actually means eternal early spring.I recall a bug that caused eternal starts to lock eternal in as day 1 of spring if the world is generated as eternal season. I'm not sure if it's been corrected, but the temp fix was to generate the world without that setting, then switch it once playing.
So I haven't played for a while. Are the recent builds still plagued with UnFun amounts of detail needing manual busywork? Like having to clean your clothes with a separate command an item of clothing at the time and stuff?
I recall a bug that caused eternal starts to lock eternal in as day 1 of spring if the world is generated as eternal season. I'm not sure if it's been corrected, but the temp fix was to generate the world without that setting, then switch it once playing.Tried it, no effect.
This is odd, on an experimental from some months ago i had played an eternal summer run that took 2 summer cycles (as once you reach 3 months of summer you go back to the 1st day of summer) before i decided to go play on another world (as my save was way too big by then so i just deleted it) and i don't remember having to deal with those stupid constant freezing.
Maybe you're only in very early summer and for whatever reason there's still the cdda arctic-level of spring going on only for for few first summer days ?
Are there any forks or mods that remove unnecessary busywork like cleaning your clothes?There should be an option during world creation, allowing you to remove filthy clothes (it's loaded as one of the default mods).
The Wet Morale penalty can be fixed with a towel with the activate function.
I'm pretty sure wet clothes can air dry just fine, as towels become when you use them and it takes like 30 minutes to an hour for them to clean. I wouldnt keep it in the inventory though
Goddamn I wish the idiots merging shit wouldent until it was atleast complete. Or worse, remove shit without taking out its dependencies. Or hell, even fix their missing shit in a timely fashion.
Being totally unable to get a fresh update and play for a week at a time because some dumbfuck cant be bothered to check if their changes causes the game to refuse to load anything is just... Arragh.
What issue is it now? I know there's a thing that caused firing mounted weapons to crash, and that's about the only giant "what the fuck" bug I can recall.Tents managed to break themselves. Or rather the action to setup tents broke somehow, which caused the game to cry when it looked at tents moments later. Thankfully, it appears to be gone now.
Looks like the days of 1000MPH cars is no more with the vehicle speed rework (https://github.com/CleverRaven/Cataclysm-DDA/pull/26209) getting merged.
Somehow never heard of this, and this game sounds amazing!
Too bad found it at a time recent patch is broken from what has been said. So I'll just have to wait for it to be fixed. I don't want to start like I did just the other day in Warhammer 2 Total War, and find out I have to restart anyway once they release a working patch (which in WH2TW case was literally only 3 days after I started my first game lol).
Too bad found it at a time recent patch is broken from what has been said. So I'll just have to wait for it to be fixed.The talk about the new versions and the related issues are with regard to the experimental branch only. Get the 'stable release' from the website and you'll be fine.
Too bad found it at a time recent patch is broken from what has been said. So I'll just have to wait for it to be fixed.The talk about the new versions and the related issues are with regard to the experimental branch only. Get the 'stable release' from the website and you'll be fine.
Get the 'stable release' from the website and you'll be fine.Your talking about 0.C Stable its several years old now, and it doesn't have a bunch of stuff that the newer versions have.
My job eats most of my time nowadays and I'm not very good at managing the rest of it.
I didn't see a lot of interest last time (though maybe I looked in wrong places), I don't know if anyone would actually play it if I updated it.
stolencatkarma 1 month agohttps://github.com/stolencatkarma/CataclysmLD
Pre-alpha. Join the discord to see progress. All updates are in that
so where can we find these ongoing development forks that are being talked about here
Be cautious when using the launcher, there are regular reports of people losing their save when they updated their cdda with the launcher , so if you want to use the launcher i recommend not to update with it when you're in the middle of a run or playing with a world you appreciate (or at least backup your save somewhere).
You can also download experimental builds yourself instead of using the launcher , it's as easy as download and extract the downloaded file to play , then move the save folder from your older experimental to the newer one.
http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Experimental#Experimental_Builds
Be cautious when using the launcher, there are regular reports of people losing their save when they updated their cdda with the launcher , so if you want to use the launcher i recommend not to update with it when you're in the middle of a run or playing with a world you appreciate (or at least backup your save somewhere).
You can also download experimental builds yourself instead of using the launcher , it's as easy as download and extract the downloaded file to play , then move the save folder from your older experimental to the newer one.
http://cddawiki.chezzo.com/cdda_wiki/index.php?title=Experimental#Experimental_Builds
I backup my saves with git on bitbucket :D
It is refillable, thus the assumption is that you would have it filled with cement or whatever you put in canning pots while its in your bag, and the came cant simulate a refillabe container that lowers its volume if empty.That function is used by most non-rigid containers, like waterskins, certain ammo/magazine holders and the XL holster. Besides that, the canning pot isn't resealable which means that it can't be filled with liquids, the only thing you can refill a container with, while in your inventory anyways.
Why are they even punching floors to begin with?It was added in some ancient build to allow hordes, specifically ones containing Hulks, to collapse buildings on top of you if you tried to hide or lead them through them before torching the place or tried to choke-point them at a narrow hallway. The issue is that only hordes combining their bashing power by targeting the same tile should even be attempting this since all it does is slow them down without even making enough noise to draw more zombies in.
Meh, still not going to be a substitute for ninjutsu for me.To be fair, ninjutsu is one of the better martial arts largely due to simple utility. Grab a weapon with a block/parry and a rapid attack and ninjutsu takes care of the crit technique. It's actually better offensively with katanas than niten ichi-ryu unless you made some kind of min-maxed nightmare, for instance.
Though I'm sure using ninjutsu with a cavalry saber is some sort of heresy.
Of course, another hamfisted nerf to something in the name of "realism" that doesn't even bother to be realistic. I'm shocked, positively shocked.
And yeah, that sounds like they're thinking of soup in the sense of "a can of condensed soup with twice as much water as it's meant to have" rather than the reality of home-made soups which is usually either a thick, rich broth with chunks of stuff or a mostly-solid melange of stuff with a layer of watery broth that mostly exists to allow it to slow-cook without burning and act as a substrate for nutrients that might have otherwise been cooked out.
debug-menu developers
I think he's saying that they just spawn the items and locations in instead of finding them in normal play.debug-menu developersPlease explain
Debug-menu developers basically only play with all the debug mutations on so they can ignore all gameplay mechanics except for the one they are currently working on. To them, things like malnutrition, temperature, injury and fatigue are merely obstacles to putting their pet project into the game rather than core mechanics.debug-menu developers
Please explain
I feel so attacked. :PDebug-menu developers basically only play with all the debug mutations on so they can ignore all gameplay mechanics except for the one they are currently working on. To them, things like malnutrition, temperature, injury and fatigue are merely obstacles to putting their pet project into the game rather than core mechanics.debug-menu developers
Please explain
Other folks already got to it, but basically that. Developers who only playtest by spawning/initiating stuff with the debug menu, who are thus (one would think rather obviously) divorced from the reality on the ground for people who actually play the game. Like this one maroon who tried to limit bionic power to 999 to make his shitty UI rework look "better" because he couldn't conceive of a scenario where a player would have or need more than that.debug-menu developers
Please explain
I feel so attacked. :PDebug-menu developers basically only play with all the debug mutations on so they can ignore all gameplay mechanics except for the one they are currently working on. To them, things like malnutrition, temperature, injury and fatigue are merely obstacles to putting their pet project into the game rather than core mechanics.debug-menu developers
Please explain
I recently wrote in a debug menu for my own game for this exact purpose, so I could jump ahead and test specific levels and features without playing through the ~45 minute lead-up each time.
I'm pretty sure the next update will be titled "fuck the playerbase". Especially since we'll all feel obligated to update if its really 0.D
Prime example of why I absolutely cannot stand Kevin or his ego. He doesn't have the right attitude to run a popsicle stand, much less manage the sort of cat-herding you need to head a voluntary community-driven project. Being a dick to everyone that doesn't yes-man for you doesn't work when you have no real power over people beyond the power to frustrate them in their leisure time.Nah man, you don't understand. It's his game. Sure he didn't make it, did not have an active role in growing the community, and mostly acts to scare off larger contributors actually creating improvements to the game, but it's his game. Because, uuuhhhh...
And I looked over some of that guy's prs. He literally doesn't understand how entire systems function from a player perspective and is making arbitrary, damaging changes because he thinks they'll make the UI pretty, and fuck people who want useful information about their character. Excellent demonstration of why extensive playtesting is necessary and debug-menu developers are useless.
Edit: Anyone else notice that a bunch of gun mods got massively nerfed a while back to pre-firearms update levels? As in back to when dispersion was still in single and rarely double digits for really inaccurate guns? Curious name for that update (https://github.com/CleverRaven/Cataclysm-DDA/commit/3874aede1364fe82d487d90b7e0cc68986a01779#diff-c12a2c8d95ea1733aad1e838d8316632).This is disappointing, but not surprising. Since Whales left, it seems as though there has been many a mishmash of strange gun nerfs, from adding tedium to the search for them to outright making them shite.
There's another sidebar redesign in the works (https://github.com/CleverRaven/Cataclysm-DDA/pull/27862).At least it still has all important stuff, and it looks way better than the panel crap that one guy was trying to do.
I think an edit of the "I made this" image macro would be appropriate here.Prime example of why I absolutely cannot stand Kevin or his ego. He doesn't have the right attitude to run a popsicle stand, much less manage the sort of cat-herding you need to head a voluntary community-driven project. Being a dick to everyone that doesn't yes-man for you doesn't work when you have no real power over people beyond the power to frustrate them in their leisure time.Nah man, you don't understand. It's his game. Sure he didn't make it, did not have an active role in growing the community, and mostly acts to scare off larger contributors actually creating improvements to the game, but it's his game. Because, uuuhhhh...
And I looked over some of that guy's prs. He literally doesn't understand how entire systems function from a player perspective and is making arbitrary, damaging changes because he thinks they'll make the UI pretty, and fuck people who want useful information about their character. Excellent demonstration of why extensive playtesting is necessary and debug-menu developers are useless.
So you might be thinking, why not start a new fork, have all the people go over there and work on their own version? Well, it's been tried, but Kevin also has control of the website, wiki, and forums and is most definitely not going to go to any lengths to include or promote a rival fork in those. So any fork is going to have to start from nothing, with no real way to connect to what remains of the community, outside maybe talking about it here. Getting all the remaining small contributors to move over, trying to rouse up enough interest to get new contributors in, and building a new community from scratch would take a lot of time, effort, and energy and it just seems like no one in a position to do so has the drive to.Kevin generally doesn't post, but does regularly read this thread, afaik.
Think we can keep it civil and productive?doubt it
We're more civil and destructive around here.Think we can keep it civil and productive?doubt it
When one side stops treating the other with respect, that other side usually follows suit. When that happens, usually the main way to restore relations is for one side to begin treating the other with respect again.
To put it quite bluntly, I don't think that's possible here. For that matter, I don't think things are gonna end well at all. They haven't exactly begun well...
Whats the possibility of promoting other forks and gathering up new contributors from here.I don't see why you couldn't promote them here, I mean the original cataclysm started here.
Also if you play new the newest version the recipe for batteries was removed in this (https://github.com/CleverRaven/Cataclysm-DDA/pull/28137).
I might not be an electrician of any kind, but how is the electricity provided by one kind of battery "incompatible" compared to another kind of battery? Last I checked, you could light up a bulb using a potato just as possibly as a Duracell-brand battery. With enough potatoes, you could theoretically (http://www.bbc.com/future/story/20131112-potato-power-to-light-the-world) power a city.
well at least the project is still moving forwardSo, uh, the game just changed in a manner that made the player objectively weaker (the removal of an ability) in a manner that isn’t realistic?
Have fun in five months, when you’ll be managing toenail clipping and I’ll be playing something worth my time.
That's too much realism for too little fun.
Thats... Actually a kinda cool change. Spend stamina for extra power quick or keep it for a lower rate...Current problem now is how very weak it is.
Totally fine from a CoC point of view, its your opinion. Having said that, it's not an opinion shared by the project, "avoiding player base complaints" is not a reason to add or not add a feature.Moderatly disturbing.
I find the quote from Kevin:QuoteTotally fine from a CoC point of view, its your opinion. Having said that, it's not an opinion shared by the project, "avoiding player base complaints" is not a reason to add or not add a feature.Moderatly disturbing.
Interesting that people make mods like that when it possible (things that are not hard coded) as it's always better to have the choice to use things like they were without always having to stick with an older version of the game.
I noticed that there's a mod to re-add the bone+leather armor too :
https://github.com/CleverRaven/Cataclysm-DDA/pull/28064#issuecomment-463533640
But notice that it re-add only the recipes, as the actual items are still existing in the game (they only removed the way to make them), but when they'll also remove the items this mod will not work anymore.
Looks like 0.D is getting really close now :
https://github.com/CleverRaven/Cataclysm-DDA/projects/2
So you can start to check the 0.E project :
https://github.com/CleverRaven/Cataclysm-DDA/projects/23
From what I understand, negativity gathers here because you don't allow it in places you "control".
All the posts here are because people do care.
And whenever I try a new version it seems to just get more tedious and less fun. And fun trumps realism any day when playing a game.
Hiya n9103, thanks for trying to stem the tide of negativity, but it seems I'm simply no longer welcome here.I am struggling to parse that in a way that's not petty or childish. What makes you feel that you're not welcome here? Who said "we hate kevin he eats babies and hates kittens?" People are upset by changes being made to a game they enjoy and are discussing why they don't like those changes. The negativity here is profoundly mild, it's not bile-spewing aimless hate it's actually just holding negative opinions about recent changes and the direction of development- I don't know how to interpret this except as excommunicating those who don't feel what you're doing is the best possible thing. What purpose is there in discussion without dissent? I apologize that many people have thoughts and opinions that have more substance than simply declaring their adoration for you and the things you choose to apply your stamp to.
Dda development is barreling along as fast or faster than it ever has before, and there continues to be no end in sight, but bay12forums will no longer have anything to do with it.
I’m so glad that https://github.com/CleverRaven/Cataclysm-DDA/pull/24052 got stuck in PR hell, as the idea of a depleting max stanima bar in additon to the rest of the fatiuge mechanics, would be a crazy amount of tediousness and punish the player for going out and doing stuff.
I donfind the quote from Kevin:QuoteTotally fine from a CoC point of view, its your opinion. Having said that, it's not an opinion shared by the project, "avoiding player base complaints" is not a reason to add or not add a feature.Moderatly disturbing.
Maximum realism, and complexity is the main virtue of this game, and the main reason why many people play and enjoy it.
Hiya n9103, thanks for trying to stem the tide of negativity, but it seems I'm simply no longer welcome here.
Dda development is barreling along as fast or faster than it ever has before, and there continues to be no end in sight, but bay12forums will no longer have anything to do with it.
At least we're still welcome here. Or, at least, I am. Calling the developer a "tin-pot dictator" probably violates the rule of "be kind", though, so, Flying Dice, please make sure you're calm before you post on there.I have no intention of posting with a linkable username anywhere he has mod authority.
Realism is secondary to fun and appropriate difficulty.
I have my suspicions that the Cataclysm forums are like 90% B12ers.
*shrug* a lot of people complain about this Granade guy, and I have to agree that C:DDA is getting shittier as time goes by, but on the other hand (despite this being an open source game) none of the critics have gone on to create their own forks. AFAIK you wouldnt need to roll back to 2013; you could simply download the code as is and go whichever way you want. So I can see his point: as of now despite the polemics there is apparently nobody else with the support or the will to take the helm (which I find curious, as many of the more outspoken critics were involved in development earlier on), so given that it's his work and effort, he calls the shots. I can understand that and empathize to an extent, even if I don't agree with the way he's taking the project.
As far as I'm concerned it's a damn shame that I don't remember at which point I started disliking his addons :P I'm guessing around mid 2017 (I could possibly match it with forum data I guess). The last time I played I was doing so with a homebrew mod that allowed me an easier start so that I could have fun exploring the world. Presumably I could do that in the current version, even though it probably wouldn't help with the more tedious stuff in the later builds. On the other hand, IIRC there were several mods that made many of those tedious features strictly opt-in...
I don't think it's active anymore, unfortunately. (unless something changed recently?)*shrug* a lot of people complain about this Granade guy, and I have to agree that C:DDA is getting shittier as time goes by, but on the other hand (despite this being an open source game) none of the critics have gone on to create their own forks. AFAIK you wouldnt need to roll back to 2013; you could simply download the code as is and go whichever way you want. So I can see his point: as of now despite the polemics there is apparently nobody else with the support or the will to take the helm (which I find curious, as many of the more outspoken critics were involved in development earlier on), so given that it's his work and effort, he calls the shots. I can understand that and empathize to an extent, even if I don't agree with the way he's taking the project.
As far as I'm concerned it's a damn shame that I don't remember at which point I started disliking his addons :P I'm guessing around mid 2017 (I could possibly match it with forum data I guess). The last time I played I was doing so with a homebrew mod that allowed me an easier start so that I could have fun exploring the world. Presumably I could do that in the current version, even though it probably wouldn't help with the more tedious stuff in the later builds. On the other hand, IIRC there were several mods that made many of those tedious features strictly opt-in...
Coolthulu made a fork.
I don't think it's active anymore, unfortunately. (unless something changed recently?)*shrug* a lot of people complain about this Granade guy, and I have to agree that C:DDA is getting shittier as time goes by, but on the other hand (despite this being an open source game) none of the critics have gone on to create their own forks. AFAIK you wouldnt need to roll back to 2013; you could simply download the code as is and go whichever way you want. So I can see his point: as of now despite the polemics there is apparently nobody else with the support or the will to take the helm (which I find curious, as many of the more outspoken critics were involved in development earlier on), so given that it's his work and effort, he calls the shots. I can understand that and empathize to an extent, even if I don't agree with the way he's taking the project.
As far as I'm concerned it's a damn shame that I don't remember at which point I started disliking his addons :P I'm guessing around mid 2017 (I could possibly match it with forum data I guess). The last time I played I was doing so with a homebrew mod that allowed me an easier start so that I could have fun exploring the world. Presumably I could do that in the current version, even though it probably wouldn't help with the more tedious stuff in the later builds. On the other hand, IIRC there were several mods that made many of those tedious features strictly opt-in...
Coolthulu made a fork.
AFAIK it is still available, though and IIRC it was highly playable, so I might roll back to that though.
EDIT: indeed, it's available, but not active. Since mid '17. So my guesstimate was correct
https://github.com/cataclysmbnteam/Cataclysm-BN/releases
Well if you want something between dark days and bright nights I guess we'd better come up with dark nights and bright days?Gloomy Twilight?
the main screen report 0.c
True. But in its stead, dojos have a much higher frequency of spawning martial arts books, and can actually spawn a few of the rarer ones now missing in the mansion. Furthermore, crafting textbooks are similarly more common in libraries/bookstores than they were before.In fact there were many martial arts books that just plain never spawned in game, now they pretty much all have a chance to spawn in dojos, and dojos have a bit better than a 50/50 chance to spawn books (up from around 1/6 as I recall, and then only the most useless books like aikido). This was definitely an overall buff, it just means you have to actually go to more than a single location to find what you want and a few previously pointless locations are now worth visiting.
Are you planning to have some character customisation (i mean by example if you wear an helmet, said helmet can be seen on your character head etc...) like some other tilesets do ?That's the only thing tempting me away from it, I would never use another tileset if that was implemented.
So I'm guessing erk is a dev for the game then?
It's definitely not going to show as much on screen as ASCII.Yep, there's the number one reason I still almost always play ASCII on roguelikes where there's a choice.
I am not sure what actual specific information ASCII conveys better besides volume of data. These tiles will show your current equipment at a glance for example, and it's much easier to tell zombie types apart.With tiles? Sorry, but unless a player is colorblind and the tiles are incredibly distinctive, there's no way tiles are easier to distinguish than ASCII. I mean, maybe for a brand new player, sure? For anyone who knows what they're looking at, though, ASCII is always going to win on clarity for enemies. Usually for items as well, unless you're creeping around in the dark.
Man, I couldn't disagree more strongly on the ASCII vs tileset monster clarity. "g". Is it a goblin, or a goat? With a tileset I know immediately, with ASCII I have to check. E. Am I facing an elf or an elephant? On one hand we have a vicious creature of nature diametrically opposed to dwarves, and on the other we have an elf. What kind of wearable is that particular "]" today? In cdda most of your enemies will be represented by a letter Z, and there's only so many foreground/background colour combinations possible.
Nothing against ASCII mind you. I still DF in ASCII primarily.
If you're looting and not using the function to display all items in the vicinity in a list to make it less tedious (and, say, gods forbid, actually walking over to every single item to see what it is), you're bonkers.
another useless pistolSo I take it you don't pickup every gun you see and add it to your gun heap, that will one day become a gun mountain.
Show us a character standing on top of a counter, Erk. :PContext clues, probably. Like the movecost of the current tile and the fact you don't just 'forget' you moved onto a counter.
It's pretty hard to tell if something is still dirty or not in pitch darkness.Uh, no? Maybe to distinguish stains, but certainly not to see if it's rank. Remember as well that the only reason you need to wash clothes is that stupid "now with extra tedium" mechanic where clothes on zombies are classed as filthy. You damn well ought to be able to tell that a crusty/damp shirt that reeks of death and bodily fluids is dirty from smell and touch.
It's pretty hard to tell if something is still dirty or not in pitch darkness."Pitch Darkness" is the justification for a lot of the fuckery with light issues. No amount of tech and no amount of mutation can ever possibly allow you to do activities in the dark because if there's no light there's no light and no matter how much you amplify it or how sensitive you are you can't see if there's absolutley 0 light.
What's with the whining about filth mechanics? It's still trivially easy to turn on and off, and I don't believe there's any plan to make it otherwise at any time, so basically you're just bitching that people are improving a mechanic they enjoy playing. Personally I never played before filth was added, and turning it off just feels like easy mode, the game is swimming in equipment that normally takes resources to get... But if you like easy mode, turn it off and let us play.
Also: Flashlight bionics or bioluminescence would be funIt's pretty hard to tell if something is still dirty or not in pitch darkness."Pitch Darkness" is the justification for a lot of the fuckery with light issues. No amount of tech and no amount of mutation can ever possibly allow you to do activities in the dark because if there's no light there's no light and no matter how much you amplify it or how sensitive you are you can't see if there's absolutley 0 light.
Despite being used as a realistic broom to sweep away complaints about gameplay this analysis rarely considers actual realism. The darkness will screw you when you still have moonlight or when you're sitting inside at noon with the blinds drawn. It neglects that you can stumble through quite a few things in the dark, even with your eyes closed. Logically if I can't be sure that this batch of clothes is still gore spattered I can give them the old sniff test, feel for bits of yuck, or even say "screw it" and just work them as long as I think is necessary plus a little extra just in case.
With every batch of "realism" changes it looks more and more like realism is less of a goal more like a pretext for fucking the player by making it activities slightly more tedious. Every time you're forced to do something or told you can't do something in the name of realism makes it that much more annoying when you what you would realistically do is impossible.
Angerdone
How are NPC camps working in the newest version? I stopped updating months ago because suddenly a fully upgraded blacksmith and kitchen lost almost every job they had.
Nice stuff! You've hit on one of our big sticking points about sprite size, I would say make it as big as you can get away with without it looking enormous, but try to keep it from being as big as a survivor. Err on the side of large and recognizable if in doubt.
Your style is slightly different than mine, would you mind if I edited a few details and bounced it back off you? Or you could join me in the discord at https://discord.gg/kAXNZuy and I'll discuss it with you in realtime. They look great though.
Was there ever in all of this realism a feature that let you interrupt a task mid-way to, say, stoke a fire or whatever? Without taking the time to reverse all the progress on your task first, just to be sure you accomplished nothing while the embers died out?...yes? That was added as a feature quite a while ago. You mark a firewood source and your character keeps the fire stoked as long as there's wood. Only you don't have to interrupt your task.
(edit to add: sorry for the bitchiness above. I fell and hurt my ass and took it out on you guys, shouldn't have done that. Literally butthurt.)
I don't really see it heaped on anywhere but here. It is a mechanic that slows down resource acquisition in the early game, and makes some of the easier to acquire gear more of a choice, extending the timeframe of the (to me anyway) fun part of the early game. Generally everyone has gotten used to it; to me, it's how the game has always been, and like I said, it feels shallower without it.
I realize for a lot of the folks in this thread specifically, the game has moved in a different direction than you'd have liked, but it's been moving in that direction for what, five years now? There's now a large (very large, in fact) user base for whom those features are what brought us in. I decided to start contributing because I like playing a post apocalyptic survival simulator with zombies, and I'm by far not the only person. That's why development and forums for the game are significantly more active than they've ever been. If it's not your bag, that's too bad, I guess, but you'd probably be better off accepting at this point that "I did surgery on my own eyeball" is not going to be the direction things are developing, and "I need to build a shelter from windchill, it'll also keep my scent from spreading to that horde west of here" is.
What?Most of the problems in the same vein don't have an option to turn them off, and Kevin has directly confirmed that he's deliberately avoiding giving people those options. The issue is with the underlying design philosophy/attitude behind the "dirty clothes" change, not the thing itself. It's barely relevant for the first three or four days of a new game, and only if you can't find any good clothing/mil surplus stores.
(https://i.imgur.com/sqou6h5.png)
Just don't use it.
Nonetheless, this attitude that the current C:DDA team and followers espouse is even more toxic than the griping that goes on here. Look at what you typed, you just tried to shut down differing opinions because you don't agree with them. That right there is toxic as fuck and makes it impossible to have any sort of meaningful conversation.
Guys, I've said it more than once: the problem here is that we dont have an alternate dev team. DDA could be branched (or coolthulu's, or whatever), but there's noone really willing to take the bull by the horns. This is not criticism btw: I'm also not happy about the changes im recent years (and havent played the game since 2017. Not least because I not only dislike the changes, but find that it has become clunky as a result) but I dont have the time or the experience to get into developing it. And TBH I don't have the inclination either: I play videogames as a hobby. I dont have a keen interest in developing them.
I assume that many people here afe in the same situation. But until/unless we find a team willingmto develop DDA in the direction we'd prefer we are pretty much screwed.
I dont really expect this Granade guy to change his mind. As I said in a previous post, it's his time and his effort, and thus at the end of the day unless someone else willing to do the job shows up he will be the one calling the shots
Guys, I've said it more than once: the problem here is that we dont have an alternate dev team. DDA could be branched (or coolthulu's, or whatever), but there's noone really willing to take the bull by the horns. This is not criticism btw: I'm also not happy about the changes im recent years (and havent played the game since 2017. Not least because I not only dislike the changes, but find that it has become clunky as a result) but I dont have the time or the experience to get into developing it. And TBH I don't have the inclination either: I play videogames as a hobby. I dont have a keen interest in developing them.
I assume that many people here afe in the same situation. But until/unless we find a team willingmto develop DDA in the direction we'd prefer we are pretty much screwed.
I dont really expect this Granade guy to change his mind. As I said in a previous post, it's his time and his effort, and thus at the end of the day unless someone else willing to do the job shows up he will be the one calling the shots
Erk, proposed fix is make combat knife, sword bayonet and fancy fighting knife muzzle mods again instead of underbarrel mods. I think I even have a functional mod version for it, which should disable the prexisting versions and replace them with identical in every respect excepting where they attach. I have a feeling that its going to bork professions that start with the things, and Im worried about it conflicting with diamond coating, but ahwell, better than finding a bolt-action and failing to attach a bayonet to it because "lol, no bayonets possible on mosin-nagants/M1903 Springfields/etc. etc."
Guys, I've said it more than once: the problem here is that we dont have an alternate dev team. DDA could be branched (or coolthulu's, or whatever), but there's noone really willing to take the bull by the horns. This is not criticism btw: I'm also not happy about the changes im recent years (and havent played the game since 2017. Not least because I not only dislike the changes, but find that it has become clunky as a result) but I dont have the time or the experience to get into developing it. And TBH I don't have the inclination either: I play videogames as a hobby. I dont have a keen interest in developing them.
I assume that many people here afe in the same situation. But until/unless we find a team willingmto develop DDA in the direction we'd prefer we are pretty much screwed.
I dont really expect this Granade guy to change his mind. As I said in a previous post, it's his time and his effort, and thus at the end of the day unless someone else willing to do the job shows up he will be the one calling the shots
This, many times over. Kevin forked the game, and is making the game he wants; not surprisingly the people joining him on his fork also want that game. There's no special voodoo to creating a different fork.
Can somebody change the thread title to "C:DDA: Meta-development thread," as the current title incorrectly suggests that we're actually talking about the game itself (for more than one game-related post per page)?
I had thought I might get involved with C:DDA development at some point. It seems that would require rather more tedium than I thought - instead of just focusing on the game, it seems I will have to defend my changes from accusations of unrealism even if there's evidence to back up my position (see: ceremonial bone armor exists IRL, rejected anyway.)
I could do JSON mods of course - I don't now any variant of C right now, I can possibly figure out JSON, and people can *choose* if they want to use my mod or not.
Official site still makes no mention of 0.D.
It only came out like an hour or two ago, give us some time to post it places.
Can somebody change the thread title to "C:DDA: Meta-development thread," as the current title incorrectly suggests that we're actually talking about the game itself (for more than one game-related post per page)?
I had thought I might get involved with C:DDA development at some point. It seems that would require rather more tedium than I thought - instead of just focusing on the game, it seems I will have to defend my changes from accusations of unrealism even if there's evidence to back up my position (see: ceremonial bone armor exists IRL, rejected anyway.)
I could do JSON mods of course - I don't now any variant of C right now, I can possibly figure out JSON, and people can *choose* if they want to use my mod or not.
I've added a huge amount of stuff and never had any trouble having to back up stuff... I either back it up, or I don't add stuff that is obviously debate worthy if I don't feel like backing it up. If you are legit interested in contributing, there's a ton of JSON mapping to be done, right now there's a great big project to add more Z-levels and expand cities, as well as update furniture options in buildings to use a bunch of the new terrain and items. It's easy, rewarding stuff, feel free to PM me.Official site still makes no mention of 0.D.
It only came out like an hour or two ago, give us some time to post it places.
Guys, I've said it more than once: the problem here is that we dont have an alternate dev team. DDA could be branched (or coolthulu's, or whatever), but there's noone really willing to take the bull by the horns. This is not criticism btw: I'm also not happy about the changes im recent years (and havent played the game since 2017. Not least because I not only dislike the changes, but find that it has become clunky as a result) but I dont have the time or the experience to get into developing it. And TBH I don't have the inclination either: I play videogames as a hobby. I dont have a keen interest in developing them.
I assume that many people here afe in the same situation. But until/unless we find a team willingmto develop DDA in the direction we'd prefer we are pretty much screwed.
I dont really expect this Granade guy to change his mind. As I said in a previous post, it's his time and his effort, and thus at the end of the day unless someone else willing to do the job shows up he will be the one calling the shots
This, many times over. Kevin forked the game, and is making the game he wants; not surprisingly the people joining him on his fork also want that game. There's no special voodoo to creating a different fork.
No, he didn't. A whole team of mostly lovely, competent people forked the game. They drifted off over the years for a whole range of reasons. Kevin just happened to be the one obsessed enough with running shit mountain to stick around until basically nothing was left of the original DDA crew, and used his position to stomp out other devs with different ideas re: how DDA should continue.
A good number of the core members behind DDA were B12 regulars, after all. That, and Kevin not having admin privileges here, is why this thread isn't just another yes-man circlejerk.
seems like theres still real progress being made and no shortage of peeps ready to put in if it fits their vision. Or things could always get forked in a third direction as wellYeah, it's a very active community where by and large we're having a good time, as the number of contributors that have been sticking around for months and years, and the current frenzied pace of additions, demonstrates.
seems like theres still real progress being made and no shortage of peeps ready to put in if it fits their vision. Or things could always get forked in a third direction as wellYeah, it's a very active community where by and large we're having a good time, as the number of contributors that have been sticking around for months and years, and the current frenzied pace of additions, demonstrates.
I seemed to remember the Reddit having plenty as well complaining about it as well, till it seemed like people were slowly but surely leaving because of how kevin did things.seems like theres still real progress being made and no shortage of peeps ready to put in if it fits their vision. Or things could always get forked in a third direction as wellYeah, it's a very active community where by and large we're having a good time, as the number of contributors that have been sticking around for months and years, and the current frenzied pace of additions, demonstrates.
Currently there's a big push for more lore after a couple really good writing sessions. I'm pretty excited for the next phase that is likely to come out over the next couple months. I'd far rather talk about that, but this thread seems to be dedicated to focused bitching and open insulting and incredibly rude patronizing of people; so, I'd highly recommend people interested in talking about cataclysm check out reddit.com/r/cataclysmdda/ or discourse.cataclysmdda.org; I'm i_am_erk in both places and would be happy to chat with you about stuff we're doing. Any attempt to discuss the game here seems to be immediately redirected into complaining about one of its developers.
>talk-startingnpc-cya
Hey there. Looks like we're safe.
-for now. How much do you remember? (Cya1)
-i can't remember how I got here. (Cya2)
>Cya1
Not...not much to be honest. Can you help jog my memory?
-Sure. Let's start with "who am I"? Do you remember me? (Cya1-who1)
-Do you remember how we made it here? (Cya1-escape1)
>Cya1-who1
No... I feel like I should, though.
-Yeah, you really are forgetting a lot. We're family! (Cya1-who2family)
-You must really have been hard hit to forget your best friend (Cya2-who2friend)
-That stings... but it's not your fault after what we went through. I'm your [boyfriend/girlfriend], remember? (Cya1-who2lover)
-Oh no. Please tell me you remember. I'm your [husband/wife]! (Cya1-who2spouse)
-It's me. [Name], from work? (Cya1-who2coworker)
-Maybe. We met during <the_cataclysm>. We've been through a lot in the past couple days, but before that I don't think we'd ever seen each other. (Cya1who2newfriend)
-Not really. We only just met. (Cya1who2unfamiliar)
I'm working away at the sprites and I've got some new ones to add.
I'm working away at the sprites and I've got some new ones to add.
Looks good, better than what I could come up with.
Any thoughts on that initial attempt to try this style?
Would an armored zombie even look different from the player in power armor? That might very well call for just one sprite.
I don't really know for the power armour. It's worn by the Armoured Zombie as well as obtainable by the player in light, basic and heavy forms.Why don't you make the heavy power armor look like the power armor from fallout.
I don't really know for the power armour. It's worn by the Armoured Zombie as well as obtainable by the player in light, basic and heavy forms.Why don't you make the heavy power armor look like the power armor from fallout.
I also mentioned it because Fallout power armour seems to be what people think about when power armour is mentioned, people also think of Warhammer 40k, but Warhammer power armour might not fit the futuristic style your looking for ether sense it looks similar to fallout's.I don't really know for the power armour. It's worn by the Armoured Zombie as well as obtainable by the player in light, basic and heavy forms.Why don't you make the heavy power armor look like the power armor from fallout.
Ah, I was going to mention something about that. The Fallout style did come to mind and would work to a degree with the apocalyptic nature of the game. However I felt that the Fallout style of power armour is a bit too... Zeerust in style, dated futuristic. Looking at things like the Manhacks, autonomous vehicles and sentry bots put me more in mind of a more modern futuristic style rather than the old 50s futuristic style of Fallout.
I also mentioned it because Fallout power armour seems to be what people think about when power armour is mentioned, people also think of Warhammer 40k, but Warhammer power armour might not fit the futuristic style your looking for ether sense it looks similar to fallout's.I don't really know for the power armour. It's worn by the Armoured Zombie as well as obtainable by the player in light, basic and heavy forms.Why don't you make the heavy power armor look like the power armor from fallout.
Ah, I was going to mention something about that. The Fallout style did come to mind and would work to a degree with the apocalyptic nature of the game. However I felt that the Fallout style of power armour is a bit too... Zeerust in style, dated futuristic. Looking at things like the Manhacks, autonomous vehicles and sentry bots put me more in mind of a more modern futuristic style rather than the old 50s futuristic style of Fallout.
Absolutely. It came to mind first for me too. Though I thought "Well, people might be expecting Fallout" so I had a look around for other settings with power armour like Deus Ex (https://cdna.artstation.com/p/assets/images/images/003/547/426/large/frederic-daoust-exo-front.jpg?1476328459), F.E.A.R. (https://vignette.wikia.nocookie.net/fear/images/6/64/Other_Replica_Forces.jpg/revision/latest?cb=20090306062433), XCOM (http://vignette2.wikia.nocookie.net/xcom/images/1/15/XCOM%28EU%29_ConceptArt_Tier3Armor.jpg/revision/latest?cb=20131031202158) and Crysis (https://vignette.wikia.nocookie.net/crysis/images/f/fb/Crynet_nanosuit.jpg/revision/latest?cb=20110405124601). Though those last two might be a bit too futuristic, maybe more like the power armour in S.T.A.L.K.E.R. (https://vignette.wikia.nocookie.net/stalker/images/e/ec/Exoskeletoncop.jpg/revision/latest?cb=20100312192448).I'm not sure the exoskeleton from S.T.A.L.K.E.R. would work sense its worn over other stuff, but can see the Deus Ex, F.E.A.R., and XCOM armours working for well power armour, and I think the armour from Crysis would work good for the RM13 combat armour,
Looking at it, F.E.A.R. might work quite well in a number of ways. The sentry bots, super soldiers and armour design.
In that vein, if you haven't seen it, you might want to check out the available footage of the Raytheon XOS. It's a bit old now, but it gives a good idea of where the mass of the underlying exoskeleton would likely be distributed (i.e. it's more likely to look bulky on the outside of the wearer's arms, on their back, &c. than the inside of their arms, the sides of their torso, &c.).Yeah, I'm familiar with that, it's actually a pretty large source of inspiration!
where i have to install a tileset mod?
About twenty PRs for mapgen stuff got merged last night, with massive changes to city spawning, tons of new buildings, and more. Two of my biggest contributions are that about 1/3 of basements now have hot water heaters, which spawn with clean water in them, and that about 1/4 of abandoned barns have holdout NPCs camped out in them, so if you're looking to start a camp they're a place to go. I'll be giving them some unique dialogue soon.
My understanding is that's a primary feature of git (vs the MUCH easier SVN), but it obviously starts to fail once a project has progressed too far. It only works if the line-by-line changes translate to various forks and still work properly.About twenty PRs for mapgen stuff got merged last night, with massive changes to city spawning, tons of new buildings, and more. Two of my biggest contributions are that about 1/3 of basements now have hot water heaters, which spawn with clean water in them, and that about 1/4 of abandoned barns have holdout NPCs camped out in them, so if you're looking to start a camp they're a place to go. I'll be giving them some unique dialogue soon.
It's stuff like this that really makes me wish we could sync with individual prs without having to take the whole volume of updates. That's good QoL work.
My understanding is that's a primary feature of git (vs the MUCH easier SVN), but it obviously starts to fail once a project has progressed too far. It only works if the line-by-line changes translate to various forks and still work properly.About twenty PRs for mapgen stuff got merged last night, with massive changes to city spawning, tons of new buildings, and more. Two of my biggest contributions are that about 1/3 of basements now have hot water heaters, which spawn with clean water in them, and that about 1/4 of abandoned barns have holdout NPCs camped out in them, so if you're looking to start a camp they're a place to go. I'll be giving them some unique dialogue soon.
It's stuff like this that really makes me wish we could sync with individual prs without having to take the whole volume of updates. That's good QoL work.
Might be useful to have discrete variants of important buildings (as opposed to different layouts for the same one and in addition to what we sort of already have where certain types of building have a degree of loot pool overlap), with similar but distinct loot pools. So for hardware stores have the little local hardware store one-tiles, 2x2 and 3x3 home improvement stores (probably with gardening stuff in the latter).
It may be more realistic to have a city full of run-down houses and pointless commercial zoning that has nothing useful in post-apocalyptia, but from a gameplay perspective it's frustrating to have to search three large cities to find a hacksaw or good bag.
Might be useful to have discrete variants of important buildings (as opposed to different layouts for the same one and in addition to what we sort of already have where certain types of building have a degree of loot pool overlap), with similar but distinct loot pools. So for hardware stores have the little local hardware store one-tiles, 2x2 and 3x3 home improvement stores (probably with gardening stuff in the latter).
It may be more realistic to have a city full of run-down houses and pointless commercial zoning that has nothing useful in post-apocalyptia, but from a gameplay perspective it's frustrating to have to search three large cities to find a hacksaw or good bag.
The main problem right now is that large cities in game are really quite tiny by real life standards. As we make building selection more real, the difference becomes more apparent.
The answer IMO is twofold. In the very near future, we add "city" biomes, an entire overmap a bit like a megacity in world settings, with much less space between centers and much less forest... About the same water though. We might put certain very large buildings like malls only in these biomes so that we didn't get small towns arising with just a mall and nothing else in the downtown area. This set-up would produce some weird looking mosaic map edges, but it would be good gameplay wise.
In the longer term, I've heard rumblings about integrating land use codes and things so that city layouts generate more or less like real life cities.
We might put certain very large buildings like malls only in these biomes so that we didn't get small towns arising with just a mall and nothing else in the downtown area.
I'd like very big cities, but more importantly huge distances between them.
I'd like very big cities, but more importantly huge distances between them.
Wouldn't that just leave vast stretches of wilderness with nothing save animals, zombies, and natural terrain features? That doesn't exactly seem like a fun time. You'd be driving, maybe avoiding a bad stretch of road or stopping at a rest stop or whatnot to pick up supplies or investigate, but I can't help but think that would make things boring.
Unless, of course, there were to be small towns or smaller, non-city locations on those roads...
But what exactly about road trips do you like? Having been on a few in my life, I have to say the parts where you're on the road with little to amuse you but the radio and whatever electronics you brought along isn't really my own favorite part.
I'd like very big cities, but more importantly huge distances between them.
Wouldn't that just leave vast stretches of wilderness with nothing save animals, zombies, and natural terrain features? That doesn't exactly seem like a fun time. You'd be driving, maybe avoiding a bad stretch of road or stopping at a rest stop or whatnot to pick up supplies or investigate, but I can't help but think that would make things boring.
Unless, of course, there were to be small towns or smaller, non-city locations on those roads...
But what exactly about road trips do you like? Having been on a few in my life, I have to say the parts where you're on the road with little to amuse you but the radio and whatever electronics you brought along isn't really my own favorite part.
That's where all these new rural buildings (still mostly in mods) are meant to come in. You should have at least 1-2 cabins/LMOE shelters/barns/farms/boat sheds/bunkers/more exotic stuff/&c. in any given rural map tile. Enough that there's always something that isn't virgin wilderness within an hour's walk or so. Which, honestly, isn't that unrealistic for most of New England. You're only going to see vast expanses of untouched land west of the Appalachians.
Seriously gimme an appalachia biome though. I like mountains.
I'd like very big cities, but more importantly huge distances between them.
Wouldn't that just leave vast stretches of wilderness with nothing save animals, zombies, and natural terrain features? That doesn't exactly seem like a fun time. You'd be driving, maybe avoiding a bad stretch of road or stopping at a rest stop or whatnot to pick up supplies or investigate, but I can't help but think that would make things boring.
Unless, of course, there were to be small towns or smaller, non-city locations on those roads...
But what exactly about road trips do you like? Having been on a few in my life, I have to say the parts where you're on the road with little to amuse you but the radio and whatever electronics you brought along isn't really my own favorite part.
That's where all these new rural buildings (still mostly in mods) are meant to come in. You should have at least 1-2 cabins/LMOE shelters/barns/farms/boat sheds/bunkers/more exotic stuff/&c. in any given rural map tile. Enough that there's always something that isn't virgin wilderness within an hour's walk or so. Which, honestly, isn't that unrealistic for most of New England. You're only going to see vast expanses of untouched land west of the Appalachians.
In every time?
If you mean "in every time period" scriver, post 1700s, yes, there will be shit everywhere in new england.New England and Moctezuma's Revenge: the Telltale Game
I'd like very big cities, but more importantly huge distances between them.
Wouldn't that just leave vast stretches of wilderness with nothing save animals, zombies, and natural terrain features? That doesn't exactly seem like a fun time. You'd be driving, maybe avoiding a bad stretch of road or stopping at a rest stop or whatnot to pick up supplies or investigate, but I can't help but think that would make things boring.
Unless, of course, there were to be small towns or smaller, non-city locations on those roads...
But what exactly about road trips do you like? Having been on a few in my life, I have to say the parts where you're on the road with little to amuse you but the radio and whatever electronics you brought along isn't really my own favorite part.
Xipe-Topec will remember this.If you mean "in every time period" scriver, post 1700s, yes, there will be shit everywhere in new england.New England and Moctezuma's Revenge: the Telltale Game
Hehe, no, that was supposed to say "in every tile?". 1-2 buildings in every time sounds very crowded for ruralside.Sorry, was thinking of the 24x24 blocks.
Unless a "map tile" means a much bigger area than what I'm thinking.
It's been a minute since i've played, have they fixed the freezing issue in 0.d? that was one of the big omnipresent bugs I hated dealing with... other than some npc stuff nothing really comes to mind, and I think all that's slated for the next release. I liked playing with Pisskop's mod, is that still a thing? did it get merged? any mods anybody swears by for adding fun & flavor? PK, dinosaur/robot and the magic mods were the big ones I liked running with. Any other suggestions?
also re: the earlier discussion, I think i'll be doing something similiar in 0.d. I like the idea of bigger cities with a lot of space inbetween them, even if it is a little strange not having smaller cities as well. Maybe there could be some worldgen options along those lines? IDK how hard it would be to implement, considering how code illiterate I am, so I'd be interested to see what ya'll thought.
NERF!!!
- Chickens can no longer fly (#28695)
Well, it seems Aftershock mod has been mainlined and it adds back all the stuff that gets removed for being "unrealisticks".
EDIT: It has been added to the default mod list, which probably isn't the same as being mainlined, but what do I know.
There are worldgen options for those, and have been IIRC since before Whales abandoned Cataclysm.
Setting -> Options -> World Defaults. Size of cities increases/decreases city size. City spacing increases/decreases distance between cities. Max the latter at 8, set the former at 10-12, and you get large cities with decent distance between them. Bear in mind that if you make them too big the sprawl can sometimes partially negate the increased spacing.
Yeah, but it's more of a tall jump than actual flying. Could the chickens actually fly?
There are worldgen options for those, and have been IIRC since before Whales abandoned Cataclysm.
Setting -> Options -> World Defaults. Size of cities increases/decreases city size. City spacing increases/decreases distance between cities. Max the latter at 8, set the former at 10-12, and you get large cities with decent distance between them. Bear in mind that if you make them too big the sprawl can sometimes partially negate the increased spacing.
Ah, sorry, I know about that. I meant worldgen options to have different sizes for different cities, I.E. have city class A at 11 have city class B at 4 and... well, I guess that wouldn't work all that well, huh? Better wait for the "megacity" biome, ig.
From what I've read, wild chicken flight is still pretty pathetic. Certainly not enough to jump over 9' obstacles, which is what flight lets you do in cdda.Chickens can reach heights of 8-12 feet and have distance records out into several hundred feet (though most can't manage much more than 40-50 feet). Bear in mind that that's feral/wild chickens and some breeds of domestics that aren't heavily bred for being fat, immobile lumps of meat, and that they don't have clipped wings (as most chickens kept both by commercial industry and private hobbyists/raisers do).
Saying "chickens can't fly over a 9' obstacle" is like saying "humans can't run a mile in a minute". Technically true for some individuals, but certainly not a hard rule for the whole population.Okay I respect the actual point you're making, but the image of someone running 60MPH for a minute made me laugh out loud.
Yah, was joke. Or supposed to be -- since something eminently possible was being treated as fantastical, I thought it was a funny way to make the point inversely.Saying "chickens can't fly over a 9' obstacle" is like saying "humans can't run a mile in a minute". Technically true for some individuals, but certainly not a hard rule for the whole population.Okay I respect the actual point you're making, but the image of someone running 60MPH for a minute made me laugh out loud.
(I used to run cross-country tho so)
Why don't we give up on world-scale procedural generation and instead just use a real-world map of new england? :DNo thanks.
Aftershock has been added to the "packaged mods" which means it ships with downloads of the game and, relevantly, we are able to make sure stuff we add doesn't conflict with it because the current source code is available.
It's not getting mainlined ever, but a few of the devs are helping with c++ support for it, so it should be pretty viable.
(Chickens could actually fly, it was making it really hard to build chicken coops)
Can flying things fly over river now?What do you mean? On the overmap or local maps? On the local scale, they have been able to for a long, long time.
I didn't notice that!
I still remembered chasing and cornering wild ducks along the river bank.
Can't you just get a car and eat roasted roadkill?
snipUnfair bordering on impossible most of the time, yeah. Bouncing from bathroom to bathroom in hopes of finding antibiotics that may or may not save you.
They changed the default key for menu changing to tab/shift-tab a while back.Thank you, could have sworn I tried Tab earlier though.
Good luck, beware the moose.
My one true contribution to the game is this.Good luck, beware the moose.
Yell at the moose.
First day? I get utterly fucked within the first hour.
the last changelog is pretty interesting. they added almond milk(and other derived stuff from it) apparently, also mainlined some armor/equipment from medieval mods (i think). there's also the lab thing, will probably have to generate a new world in case this was posted today. oh there' also wooden beads and stuff like beaded curtains/doors.Technically the new lab building will generate if you travel into any unexplored area, any newly generated overmap will have it. that might mean venturing pretty far though. When I finish dealing with some irl stuff I'm going to make it more common and remove the lame old lab building.
im more stoked in seeing what they do with roofs and other Z-level stuff tho. a good amount of buildings got roofed after all, i wonder if we could eventualy be able to make roof gardens.
Some of them have cool Easter eggsI hope its a H.E.V. suit and a crowbar.
TFW you find a decent basement to occupy and then dont know what to do. i mean, this part of the mega city is just suburbs and forest/swamp so finding ways to quench the hunger and thirst takes time and i dont have many storage left to keep moving, would have to find a bycicle or something. surviving 10 days has been a feat already but there's no map to check on directions so im not sure where to move, was kinda wanting to play some kind of convict converted into nature's protector or some shit like that but there's no labs nearby, i have an ID Card but there's no proper place to get equipment (i have a Glock tho).Could whip up some spike pits. Lure both zombies and creatures there. Lots of food + stuff. Might not even need the gun.
oh dear....
Is there a way to use stairs that's halfway safe? Every time I try a basement I'm getting whacked by something waiting right at the landing.You can peek down stairs. Usually alerts anyone down there and spends some time so not always safe.
Hmm. I wish that there was a scenario where you're guaranteed to start with a working vehicle. Or maybe one where you've broken down somewhere and get a starting quest to find the parts to fix it.
Doesn't that thing still unfold into a normal, non-folding bicycle? Not much room to haul in the wire basket of a bike either, iirc.Hmm. I wish that there was a scenario where you're guaranteed to start with a working vehicle. Or maybe one where you've broken down somewhere and get a starting quest to find the parts to fix it.
There's a pro cyclist profession that starts with a folding bike. Maybe the paperboy does too. It even has a basket in the rear to haul stuff.
But that's probably not what you mean by "vehicle".
Doesn't that thing still unfold into a normal, non-folding bicycle? Not much room to haul in the wire basket of a bike either, iirc.Hmm. I wish that there was a scenario where you're guaranteed to start with a working vehicle. Or maybe one where you've broken down somewhere and get a starting quest to find the parts to fix it.
There's a pro cyclist profession that starts with a folding bike. Maybe the paperboy does too. It even has a basket in the rear to haul stuff.
But that's probably not what you mean by "vehicle".
I guess they added an exception in the code for the folding bicycle at some point. Weird since foldable-light frames have been in the game for quite a while.Doesn't that thing still unfold into a normal, non-folding bicycle? Not much room to haul in the wire basket of a bike either, iirc.Hmm. I wish that there was a scenario where you're guaranteed to start with a working vehicle. Or maybe one where you've broken down somewhere and get a starting quest to find the parts to fix it.
There's a pro cyclist profession that starts with a folding bike. Maybe the paperboy does too. It even has a basket in the rear to haul stuff.
But that's probably not what you mean by "vehicle".
You can fold it by 'e'xamining it. That said I'm playing a pro cyclist now and never felt the need to refold the bike. So far also never had issues with storage on the bike either, but its not like I have two backpacks and two duffel bags worth of crap on my person 24/7.
Seems like it would have been easier to just throw a small % increase in bulk/weight when reinforced.
Pattern welding (intriguingly Google uses an apparently completely different definition for this than is common in construction/ heavy equipment people, gods the internet is so wierd) is a completely viable method of strengthening metal tools and weapons that uses very little metal and is very unlikely to compromise the item's utility.Not to mention that reinforcing, say, a sword? That doesn't need to mean "weld a block of metal to the blade". If the crossguard is a removable piece, it could mean replacing/improving that. It could mean rebinding the hilt with better material. It could even somewhat abstractly represent the notion of regular oiling and sharpening.
Nobody's against the idea of reinforcing metal stuff with an actual system that worked as intended. Thing is, nobody was going to add a system like that with a half-assed system for soldering scrap metal onto your car engine for better performance taking its place. Sometimes "good enough" limits contributors.The typical approach by reasonable people is, therefore, to leave the system in place so that there's something while they work on an improved version.
One of the current core contributors, dpwb, had some really neat basic sailing mechanics underway. I think they've gone by the wayside for now as he's been doing a lot of the recent AI stuff... Which is better IMO but I hope to see the sailing come back some time
Not sure about recent versions of cdda , but on the older one i use there's a "NPC Spawn Rate scaling factor" that by default was very very low, meaning i nearly never encountered any random NPC (i only meet static npc in place they are supposed to be) despite having enabled them + the static ones.
So make sure to increase a lot the default setting for this option (in World Defaults) if you wish to find random NPC around, no idea if you can modify the setting on an already created world.
I do, every day. I drink like five litres of water in the morning.That's... a lot. That much thirst might be a symptom of diabetes. I drink about 2-3 liters per day depending on what I'm eating (food can provide a surprising amount of hydration, or dehydrate of course). I always keep a liter bottle nearby though, most people probably hydrate less than me.
Running for your life 24/7 probably makes you burn more energy.Not entirely certain, since I'm not them, but only run if I actually have to escape, not anywhere near 24/7, not even when I'm inside the cities.
I'm not so much saying they would be careless, but more methodical.Still puts you on edge. Burns more energy.
Okay, will take a look. I'm not super sad about restarting my current bleeding-out near-dead adventure
Yeah. Decreasingly sure why you'd want to though, especially static NPCs that mostly just exist to give you quests.
Even without whatever goal behavior is going to be added, I've found random NPCs to be useful. They distract zombies and often are far louder than I would be, letting me slip by mostly unnoticed.
Default movement speed had been assumed to be jogging since some point in 0.B Experimental, iirc. That's why running only doubled speed when it was introduced instead of tripling it.Running for your life 24/7 probably makes you burn more energy.Not entirely certain, since I'm not them, but only run if I actually have to escape, not anywhere near 24/7, not even when I'm inside the cities.
Eh...I had assumed race-walking.Default movement speed had been assumed to be jogging since some point in 0.B Experimental, iirc. That's why running only doubled speed when it was introduced instead of tripling it.Running for your life 24/7 probably makes you burn more energy.Not entirely certain, since I'm not them, but only run if I actually have to escape, not anywhere near 24/7, not even when I'm inside the cities.
Nah they just nerfed bows into the dirt too.
Nah they just nerfed bows into the dirt too.
Nerfed how?
Nobody's substantially nerfed bows that I'm aware of. Mostly they have held steady and are considered one of the most OP things in the game, that still hasn't budged and likely won't until it's more difficult to actually learn to make and use them.Kevin did nerf a ton of gunmods last year while calling it "obsolete impossible gunmods". I mean, -1 dispersion definitely makes gunmods pretty much obsolete, so it wasn't technically wrong.
Tiny in what way? Like graphics? Or buildings?
Made it to day 6 and got cop-botted. Lesson learned. Now playing as a bow hunter evacuee, a cabin in a nice spot near the shelter and a moose at the shelter, so I guess we cabin boys now.bow hunters can also go bush as well if one wants a wilderness approach. So its an interesting gameplay option - just hope that side of things is expanded in future as well
Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?
Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?
That's a huge question.
The 0.D threshold was that there were a set number of specific major bugs and features that needed to be added to be called "0.D", defined a while back. When some of the big ones were finished off, a 'feature freeze' was declared and for a few months only bugfix related changes were added to the project. Then when the biggest bugs were squashed, 0.D was released.
As for features in the last year... I've only been around since October and in that time we've had very big changes to map generation, cities in particular becoming more realistic; NPCs, with tons more added and a lot more background to random generated ones, as well as a lot better AI with features like 'run away' and 'investigate noises' making NPCs behave playably intelligent now although still pretty dumb; better Z-levels with roofs on most buildings that you can climb to and take refuge from; tons of useful features like the ability to drag stuff on the ground, zone management that lets you automatically sort items or do most farming in autopilot mode; waaaay more content and more on the way.
For context, I am a pretty active contributor and after missing a week I needed an update on all the things that had happened in one week to NPC dialogue infrastructure so that I could use those changes in my additions. And the update was long. It's actually getting tough to keep up with how fast stuff is getting added.
Well, I got 7433 from little under a year ago and am trying to figure out how much has changed since then. What brought stuff over the threshold to a version 0.D and what stuff had gotten added in the past year?
That's a huge question.
The 0.D threshold was that there were a set number of specific major bugs and features that needed to be added to be called "0.D", defined a while back. When some of the big ones were finished off, a 'feature freeze' was declared and for a few months only bugfix related changes were added to the project. Then when the biggest bugs were squashed, 0.D was released.
As for features in the last year... I've only been around since October and in that time we've had very big changes to map generation, cities in particular becoming more realistic; NPCs, with tons more added and a lot more background to random generated ones, as well as a lot better AI with features like 'run away' and 'investigate noises' making NPCs behave playably intelligent now although still pretty dumb; better Z-levels with roofs on most buildings that you can climb to and take refuge from; tons of useful features like the ability to drag stuff on the ground, zone management that lets you automatically sort items or do most farming in autopilot mode; waaaay more content and more on the way.
For context, I am a pretty active contributor and after missing a week I needed an update on all the things that had happened in one week to NPC dialogue infrastructure so that I could use those changes in my additions. And the update was long. It's actually getting tough to keep up with how fast stuff is getting added.
this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ? Ive also noticed a couple of forks getting some dev time seperatley as well.
this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ? Ive also noticed a couple of forks getting some dev time seperatley as well.It's a very good thing, although it's a bit exhausting. I think you'll find though that the majority of very active contributors tend to share a pretty consistent vision... Kevin and I might disagree on things like whether or not the game should state month-day or season-day dates, but we have a very similar concept of where things are going, and that holds true of a lot of the new folks.
didn't i2amroy have a falling-out with Kevin? I remember some bad blood there and then his activity sorta fell off a cliff.I honestly couldn't say, given that basically every single person even remotely involved with the original DDA project had a falling out with him.
this is a good thing as more contributors have stepped up to the plate, reducing kevins insistence on certain thing, or facilitating a quicker development profile towards 0.E ? Ive also noticed a couple of forks getting some dev time seperatley as well.It's a very good thing, although it's a bit exhausting. I think you'll find though that the majority of very active contributors tend to share a pretty consistent vision... Kevin and I might disagree on things like whether or not the game should state month-day or season-day dates, but we have a very similar concept of where things are going, and that holds true of a lot of the new folks.
It does mean 0.E is rocketing along pretty quickly. We've already been kind of wondering when we should start thinking about another feature freeze/bugfix/release cycle, although there remain a few big changes to finish first. If i2amroy isn't around anymore maybe I'll make a new thread, since I seem to be the main dev that still posts here and this thread is just going to get more and more out of date.
I for one would welcome a thread that'd talk about the actual game and its actual development instead of the constant defrosting of old drama and waxing butthurt over how the thing doesn't look like it 'should'.The subreddit is going to be better for keeping track of development regardless, y'know, because it actually sees regular posts from more than one or two contributors and has an updated changelog (if you're not using the launcher for whatever reason). (https://www.reddit.com/r/cataclysmdda/) I certainly use it for following development and commentary that won't get me b& for dissenting.
I think probably the best method of controlling animals would be to make it as close as possible to vehicular movement, perhaps with some niggles to, for example, account for animal stamina and, well, intelligence. The interface could be whatever, solong as the actual controls for movement where sorta close. Work on semi-intelligent self-control for horses and whatnot might even lead to, for example, NPC control of vehicles, which would be rather awesome.
However, speaking of animals(and to a lesser extent, NPCs), has any effort been put into animal-powered vehicles and/or the ability to choose professions or scenarios that start you out with vehicles and/or animals? Also, is animal handling intended to be a new skill or tied into existing ones, or even not tied into any skill at all?
I think starting proficiencies *should* be tied to starting profession.
But I also think they should be something that can be invested into, both at creation and during the game.
you can't just repeatedly try and pick a lock until you magically gain skill AND the proficiency.yes, because no one has ever learned how to do something by attempting it over and over until they figure it out
you can't just repeatedly try and pick a lock until you magically gain skill AND the proficiency.yes, because no one has ever learned how to do something by attempting it over and over until they figure it out
Since I've actually done this, a basic lock can be picked with a bobby pin in under an hour if you know it's possible. Alternatively you can get past just about any lock with a screwdriver and a hammer. Or just a screwdriver if you're on the end with hinges.you can't just repeatedly try and pick a lock until you magically gain skill AND the proficiency.yes, because no one has ever learned how to do something by attempting it over and over until they figure it out
Starting from first principles with no instructions, no knowledge of technique or even the right tools to start with, you could practice on a lock for days before you got the "knack"
Or just a sledgehammer.Since I've actually done this, a basic lock can be picked with a bobby pin in under an hour if you know it's possible. Alternatively you can get past just about any lock with a screwdriver and a hammer. Or just a screwdriver if you're on the end with hinges.you can't just repeatedly try and pick a lock until you magically gain skill AND the proficiency.yes, because no one has ever learned how to do something by attempting it over and over until they figure it out
Starting from first principles with no instructions, no knowledge of technique or even the right tools to start with, you could practice on a lock for days before you got the "knack"
Sounds like they mean the cutting bit of the wooden wood-axe is wood, which is silly outside Minecraft.
(wood axe means axe meant to cut wood instead of people)
And now "wood" looks meaningless to me.
I'm still trying to figure out what the doc means by " leading to absurdities like a wooden wood axe." shouldn't a wooden axe be made of wood?
I'm still trying to figure out what the doc means by " leading to absurdities like a wooden wood axe." shouldn't a wooden axe be made of wood?A 'wood axe' is a specific type of axe, not meant to imply the axe itself is made of wood. Yes, English is stupid. Yes, I understand you may have been joking. I'm clarifying anyway because I've run into this before in other games with non-native English speakers who thought 'wood axe' meant an axe made of wood.
I'm still trying to figure out what the doc means by " leading to absurdities like a wooden wood axe." shouldn't a wooden axe be made of wood?A 'wood axe' is a specific type of axe, not meant to imply the axe itself is made of wood. Yes, English is stupid. Yes, I understand you may have been joking. I'm clarifying anyway because I've run into this before in other games with non-native English speakers who thought 'wood axe' meant an axe made of wood.
Incidentally you CAN make an axe analogue out of wood, for some definitions of 'axe'. With bamboo or some types of hardwood there are ways to make an adze out of wood which can fell a tree. Tedious and not very sturdy but workable.
I personally think the doc refers to the fact you can somehow carve the wood and sticks into an axe with only the aid of something that’s also made of wood (though the texture for the crafting table does show metal tools on it that come from seemingly nowhere).
I've got a testing "release" of my horse-riding and horse-drawn vehicles PR if anyone wants to take a bash at it and try and break it and tell me how it broke.
Cataclysm is one of those games that are impossible to think of every scenario by yourself.
Testing is required otherwise there will be bugs like " My horse teleported away from me while a hulk punched a vehicle into me and i was in the middle of reading a book on horseback" or some obscure stuff like that.
Windows exe provided, or you can pull the PR on github.
https://github.com/davidpwbrown/Cataclysm-DDA/releases/tag/v0.1-alpha
https://github.com/CleverRaven/Cataclysm-DDA/pull/30459
So, from all this talky talk it looks like new version are not even worth checking out. And when i went to download o.c, it turned out that all links to download are deleted, along with the site. Probably by Kevin himself. :P So, any place at all i can still download it?
All the old versions are still available through github and always will be, and probably circulate in various places on the internet. I don't really know why you'd play 0.C over 0.D, I've played it and it's really not as good.Speed, mostly. The experimentals leading up to 0.D increased the duration of freezing when sleeping every couple of dozen updates until it was an intolerable 10 minutes of freezing if you had the gall to sleep for more than 4 hours at a time.
... why would someone make a bot that makes hundreds of commits, as often as hourly, and tags every one of them separately (instead of using the commit hash ::))?
Basically makes the tag system pointless.
I'll let the reader decide what the intent was, but I know what I think of it isn't positive.
If nothing else. As it turned out, even walking around in newer versions with all the mods (the one linked before) takes infuriatingly long time for me, especially if compared to 0.C.All the old versions are still available through github and always will be, and probably circulate in various places on the internet. I don't really know why you'd play 0.C over 0.D, I've played it and it's really not as good.Speed, mostly. The experimentals leading up to 0.D increased the duration of freezing when sleeping every couple of dozen updates until it was an intolerable 10 minutes of freezing if you had the gall to sleep for more than 4 hours at a time.
I remember there being a very old bug with z-levels where zombies and such could attack you through the floor or ceiling. I assume that bug has been fixed?
* Hi NSA I'm on your watchlist again I bet yer tired of seeing me.That's actually a possibility, because forums like this can be used by people to mask their real activities.
Darn so no climbing into a 2 story building with a .50 cal rifle and popping random heads at ground level through a window then*, that always was the biggest thing that hyped me for z levels. Still gunna give the game another go see how it plays out.Keyword there is "yet". This is very much a goal.
* Hi NSA I'm on your watchlist again I bet yer tired of seeing me.
apparently they added mounts and carriages, i mean, you can now ride animals or make vehicles pulled by them (or something like that). latest content has been pretty interesting to be honest, they're adding more flesh to the Magiclysm part, and now there's an Island Prison scenario (since Boats have been basically added to the base game or so), oh and there's also something related to deconstructing ammunition.
Are bridges still can't be swimmed\sailed under?
I've also added around 2000 new lines of dialogue and still going strong. So far it's almost all in the refugee center, but I've just about finished the basic dialogue there and then I'm going to move on to some minor factions and random NPCs so that the population of NPCs with something to say begins to expand.
I usually just burn down the refugee center, those guys are so useless. Are they becoming more useful/interesting?Depends on your definition of useful and interesting I guess. They have many more associated quests, missions, and dialogue, and more on the way. The shopkeeper's got a wider range of stock, and once a few planned features for shops are implemented that'll get better still and improve as you continue to run missions for them.
Neat! More npc stuff is my number one cataclysm demand.
How's the tileset going by the way?
Sounds like I should take a look at them again. Last time I played they were almost useless. They'd give you a few quests, point you to another site and that was it.
a folded up LAW (what)Seems like you know what it is (https://en.wikipedia.org/wiki/M72_LAW), but the folded up part means undeployed/unextended.
a folded up LAW (what)Seems like you know what it is (https://en.wikipedia.org/wiki/M72_LAW), but the folded up part means undeployed/unextended.
https://en.wikipedia.org/wiki/M72_LAW
They have a telescopic tube type arrangement, you extend them for firing.
Its more the reaction of just finding one on the ground. Also the fact its probably much more a danger to me than whatever I might point it at, and its single use so I better save it for like, forever.I'm sure the rates have been changed since I played, but I recall it being a semi-common drop for military corpses. Probably one every other occurrence of the group.
So far just for walking, and not really recommended for exploring new turf (nor will it ever be).
It might walk you through something you'd rather not walk through, I'd imagineSo far just for walking, and not really recommended for exploring new turf (nor will it ever be).
Why not?
It might walk you through something you'd rather not walk through, I'd imagineSo far just for walking, and not really recommended for exploring new turf (nor will it ever be).
Why not?
discovered today that that i could full butcher on tables rather then having to make a rack or get a rope and a tree or build a rack next to my table, rendering much time retroactively wasted. good eating on a dinosaur. either the wording on full butchery is misleading or i'm just an idiotSomeone decided to change butchery again, I guess. It told me that it couldn't find the corpse after draining my stamina and wasting my time while the body remained untouched at my feet.
My last one was going down a stair to find 6 orcs and a priest, followed by being smited by said priest.It might walk you through something you'd rather not walk through, I'd imagineSo far just for walking, and not really recommended for exploring new turf (nor will it ever be).
Why not?
Pretty much number #1 cause of death for me in ADoM, and several other roguelikes - w-<direction> through an unexplored hallway into room filled with quick painful death.
There is work on a vehicle based autopilot as well, far in future
Safe mode would probably save you from anything overtly threatening like zombies or whatnot. I'm not sure if I'd trust it to keep an eye out for things like hunger, thirst, and temperature though.
Heh. Nightvision is almost a must-have for all my non-challenge builds.
that's part of the challenge (specially if you're starting inside and its megacity map). but yeah, you're supposed to approach carefully, perhaps bait some of them at a time until you clear the path.
I tend to set house on fire way too often...
I guess someone decided that they didn't like that stone spears could be crafted and obsoleted the recipe.
I guess someone decided that they didn't like that stone spears could be crafted and obsoleted the recipe.
You sure it isn't just because stone spears have basically always been in More Survival Tools? You might've just forgot to add it to your worldlist...
Why must people go breaking my old mods all the time... ;~;
EDIT: No, it's in vanilla now. Maybe the recipe has been made higher-level?
{ "type": "recipe", "result": "spear_stone", "obsolete": true }
Changing true to false adds a recipe that uses no materials, since the only instance of the recipe in the code is now this stripped down "In need of revision/review" version. The stone spear itself still exists, but you can only get it by choosing a starting profession that has one or by debugging it in.
They seem to be in a phase of re-simplifying things after all those complicating realism changes. I mean, someone proposed diversifying the types of meat a few days ago and Kevin said it sounded unnecessarily complicated. I recall them saying something similar about advanced nutrition, so I expect more meat and the division of insect meat into its own thing at some point in the next two years when Kevin flops back over to thinking that more variety is needed.
Oh wow. That's, er...pretty stupid. Totally makes sense that flintknapping would be completely impossible for humans. It's not like humans haven't been flintknapping for a stupidly long time.To be fair, stone edges in a world of readily accessible processed iron, are completely pointless. Even a crudely shaped and sharpened scrap of steel will be better for spear related purposes than anything stone. (The only exception I can come up with is if the only thing you have available is some ultra-brittle alloy that's simply too high on the hardness scale to be sharpened, which is pretty out there.)
Problem is we don't have any metal spears that fill this niche in terms of gameplay. The knife spear USED to be this, but it got nerfed to hell and back and it's now solidly the "some moron taped a spike to a stick" design that no sane person would make. We don't have anything comparable to a properly-made hafted spear, which would realistically require basically the knife spear's current requirements plus access to cutting quality and a level or two extra skill.Are pikes just automatically bad in C:DDA?
The halfpike comes close, it's more like a makeshift version of a socketed spear, with all the skill demands this implies. But it also suffers from having the word "pike" in its name and therefore being even shittier than normal spears, to the point where its main competitor is the WOODEN spear, not the steel spear.
Are pikes just automatically bad in C:DDA?
new Biker Gang faction hiding out in a junkyard currently.
new Biker Gang faction hiding out in a junkyard currently.
Please tell me meth bike and the general "screw the world, we're having the time of our lives" ideas made it in. :>
Is it just me or has the unstable version been unusually unstable lately? I rarely can play even 15-20 minutes without it crashing.Has it gotten worse in the last 10 days? My version is from the 4th and anything from holding move commands too long while riding a horse to standing next to a tall building full of zombies has caused crashes.
Ive been playing the recent master fresh off the git for hours. and no crashes at all for me.I'm pretty sure it isn't the horses. Rapid inputs seemed to be the cause when those particular crashes happened, with the higher speed of horses acting as a multiplier rather than being the primary cause of it.
And in recent weeks, hardly any crashes.
Interested in that horse crash though, would it be possible for you to do a bug report on the github?
The racks were swapped for utility shelves many moons before theft was a thing. Really though I should have made utility shelves transparent, even really cluttered utility shelves are generally something you can see through.
Can you post a screen of what's happening with your teleporting npcs? I don't see any reason the update_mapgen call should be moving them outside; in fact, it's a constant irritation that I *can't* move NPCs with update_mapgen.
The racks were swapped for utility shelves many moons before theft was a thing. Really though I should have made utility shelves transparent, even really cluttered utility shelves are generally something you can see through.It only happens when it's rotated like Random_Dragon said.
Can you post a screen of what's happening with your teleporting npcs? I don't see any reason the update_mapgen call should be moving them outside; in fact, it's a constant irritation that I *can't* move NPCs with update_mapgen.
Ended up finishing the cabin which took two weeks
The construction menu can be opened with the "*" key. They merged the actual construction skill with fabrication a while ago, so they probably need to do something to make that a bit more obvious now.Ended up finishing the cabin which took two weeks
I didn't know you can build actual houses in the game. How did you do it?
What the other guy said, using the * menu. I also built all the kilns and smokers that way because the & menu recipies needed metal tanks which I couldn't get. The * menu kilns and stuff just needed rocks and withered plants and sticks.Ended up finishing the cabin which took two weeks
I didn't know you can build actual houses in the game. How did you do it?
What the other guy said, using the * menu. I also built all the kilns and smokers that way because the & menu recipies needed metal tanks which I couldn't get. The * menu kilns and stuff just needed rocks and withered plants and sticks.Ended up finishing the cabin which took two weeks
I didn't know you can build actual houses in the game. How did you do it?
I started as a lumberjack so I had a wood axe that I could use to chop down trees and then process those trees into logs for rustic log walls and a log roof. It wasn't a very big cabin maybe 5x4? More of a hut really but construction takes a loooong time. Building a full sized house probably would have taken a year.
The butchers rack and table was the biggest thing I had made. Without that I wouldn't have been able to butcher the moose and I would have gotten like, 50 chunks instead of over 200.
I've slowly began noticing that it seems all NPCs (well, at least all randomly generated ones) are going commando.
Even in rural areas the vast majority of people can't spin wool.It's not exactly rocket science. A drop spindle is dead-simple tech, and as long as you know to wash and card the wool everything else could be figured out by trial and error relatively quickly.
in rural areas livestock (which seem missing in DDA) such as sheep and goats would be a source of wool, and most rural areas would have wool spinning techniques (would tie in with farming) but a zombie sheep or goat or cow could be interesting
according to the news in reddit, the starting date will be moved to 30 days into Spring. its kind of a double move apparently as in you will have an ease of setting up thanks to not getting freezing temperatures but at the same time you are more or less close to half season so have to compensate for those missing 30 days before Winter because they seem to be wanting to make it really hard now that they aren't constrained by the player start.
cant say im mad, this makes it possible for me to return to the game and try my naked survival in the woods with the latest experimentals.
Hilariously, clothing is a surprisingly important consideration in a real apocalypse scenario.
Most clothing is made out of biodegradable material. Without people taking care of it, the great majority of clothes are going to rot away, and even of the stuff people are taking care of, conventional wear and a lack of modern washing techniques are going to quickly result in unusable clothes. Being able to process cloth and use it to make new clothing is super important, especially in an environment where exposure is a serious concern (read: almost everywhere on Earth depending the season).
Of course, most doomsday preppers do not have this skill, because honestly, who thinks of tailors in the apocalypse?
We have winter starts already, so it all depends on whether Kevin sees it as necessary. He has the strangest moments where he seems to lack the vision/motivation to approve features. Like when he stonewalled shields pretty much purely out of spite or when he said that advanced nutrition was pointless and then approved it because someone else was willing to do most of the legwork for him.according to the news in reddit, the starting date will be moved to 30 days into Spring. its kind of a double move apparently as in you will have an ease of setting up thanks to not getting freezing temperatures but at the same time you are more or less close to half season so have to compensate for those missing 30 days before Winter because they seem to be wanting to make it really hard now that they aren't constrained by the player start.
cant say im mad, this makes it possible for me to return to the game and try my naked survival in the woods with the latest experimentals.
the option to select our starting date, more points for winter perhaps and less for spring ?
Hilariously, clothing is a surprisingly important consideration in a real apocalypse scenario.
Most clothing is made out of biodegradable material. Without people taking care of it, the great majority of clothes are going to rot away, and even of the stuff people are taking care of, conventional wear and a lack of modern washing techniques are going to quickly result in unusable clothes. Being able to process cloth and use it to make new clothing is super important, especially in an environment where exposure is a serious concern (read: almost everywhere on Earth depending the season).
Of course, most doomsday preppers do not have this skill, because honestly, who thinks of tailors in the apocalypse?
Modern washing techniques aren't actually good for clothing, machine dryers and washers, bleach, detergent, dry cleaning, all these things actually damage most clothing and wear it out much more quickly. We use them because hand washing and drying is a giant pain in the goddamn ass and takes forever, and because they make our clothes look nice. Well made, good quality, properly cared for clothing will actually last way longer than this game really needs to account for.
there's like 6 cobblers left in the entire world tho...Again, these are not skills that require substantial infrastructure or post-industrial technology to re-learn. If you're not falling back on pure manual labor subsistence farming for food, you're going to have big chunks of empty time and plenty of moderate-complexity tasks that need doing.
there are going to be some incompetent idiots that can't survive without Amazon and their smartphone
A cool thing just go merged Mech suits (https://github.com/CleverRaven/Cataclysm-DDA/pull/32409) apparently they're really rare and function similarly to the power armour in fallout in the way that you need a rare battery to uses them, they are currently unrepairable but that is supposedly going to be changed soon.
*insert joke about beaver pelt hunting and realism here*
I dunno but I feel if they were going for realism then the best time to catch smaller creatures would be when you aren't around - ie traps
also, i found a crashed helicopter with no zombies and a military rucksack, wut....The corpses just wandered off after the local necromancer made them dance for him. No biggie. :P
also, i found a crashed helicopter with no zombies and a military rucksack, wut....The corpses just wandered off after the local necromancer made them dance for him. No biggie. :P
i found a horse while checking around a new starting location as of latest experimental. i gave it some cattle food and it became friendly but i dont have much experience with animal companions, do they abandon you overtime? or the remain loyal as long as you stay around? i dont really know how it works, just returned to base with the beast and a riding saddle so i can use it to move around.
also, i found a crashed helicopter with no zombies and a military rucksack, wut....
If I ever put in enough effort to learn how to use github, probably, atleast until some yells at me for having a bayonet on a gun at the same time as a grenade launcher. :PStrangely, those do exist even today: side-mounted bayonet lugs with the undermounted grenade launcher, for when you need to stab and explode zombies at the same time.
Sneaking is your friend. They can't catch you if they can't hear or see you. Lockpicks are great. I never crowbar a door or smash a window unless I have to.
But really it is a bit annoying how fast zombies are tearing down walls when there's more than one in the same room. I think it's been worse since the time change, now they'll pick both cars and structures apart what seems like in-game seconds. You know those "failed survivor" houses, usually full of zombies? Since I started playing again I don't think I've encountered a single one of them that's still structurally intact by the time I get to them (unless they're empty). I guess one zombie bumps against the wall and makes a noice or something and then every single zombie in there zerg rushes that spot, making more noice, causing more rush until the whole house just falls apart.
I'm not sure how structure destruction by enemies work. Is it caused automatically just by moving or attempted movement or do they have some special "tear into things" action they can take?
Also, I think stairs are bork. Enemies don't seem to consequently follow you up and down them any more.
I'm not sure how structure destruction by enemies work. Is it caused automatically just by moving or attempted movement or do they have some special "tear into things" action they can take?
Slings only take a couple of seconds to craft though? It's been awhile since I checked.Turns have been 1 second for a while now, so depending on how long ago you last played, a few seconds is a lot longer than you might remember.
I'm not sure how structure destruction by enemies work. Is it caused automatically just by moving or attempted movement or do they have some special "tear into things" action they can take?
Again awhile since I played, I assume it boils to them wanting to wander to a spot on the other side of a wall, but since they cannot path around an obstacle, when they do find something impeding their movement, they bash it. And you may be right about them zerging a wall, since bashing makes noise, zombies are attracted to noise and go towards the wall, bump into wall, then bash the wall and so on.
ios porting is dead?
light step might mean u aren't making enugh sound to attract its attention. A handy hint, feed off its kills
It seems that nowadays zombies start as regulars and no brute acid or smoker there in the first few days.
1 Hit point on arm to start.
No treatment = 6 health after sleep.
Bandage only= 14 health after sleep.
Bandage + Disinfectant = 21 health after sleep.
First Aid level 3 then Bandage + Disinfectant = 49 health after sleep.
RAISE YOUR FIRST AID SKILL THEN BANDAGE AND DISINFECT!
So now everyone will be stealth archers in this game as well?Just like Skyrim!
Quote1 Hit point on arm to start.
No treatment = 6 health after sleep.
Bandage only= 14 health after sleep.
Bandage + Disinfectant = 21 health after sleep.
First Aid level 3 then Bandage + Disinfectant = 49 health after sleep.
RAISE YOUR FIRST AID SKILL THEN BANDAGE AND DISINFECT!
So now everyone will be stealth archers in this game as well?
So I started playing a newer version today.
Shit. Shit everywhere.
literally the shittiest version yet
So now everyone will be stealth archers in this game as well?
?
.So I started playing a newer version today.
Shit. Shit everywhere.
literally the shittiest version yet
Yes lol... this has been in the game for a year I think
?
Been away from the CDDA community for a while. When I logged into the discourse site some days ago the first thing I saw was a locked flame thread. The project leader cares too much about people's opinion about the game and tries to engage any "criticism". And this attitude affects the general players to some extend.
Maybe not a year but definitely a long time. It used to spawn giant roaches.
The new riding is cool. Sometimes though it says you don't know how put a saddle on a horse? What is lacking, DEX, INT, or driving skill? And when I get on the horse I find no way to dismount...
Maybe not a year but definitely a long time. It used to spawn giant roaches.Dismount with "^". I assume they used that key to keep riding semi-consistent with driving.
The new riding is cool. Sometimes though it says you don't know how put a saddle on a horse? What is lacking, DEX, INT, or driving skill? And when I get on the horse I find no way to dismount...
need a bit of help regarding NPC missions. the mouse guy that started with me in the shelter gave me a mission to find a "Religious Relic" or something like that. i've seen some religious books while exploring the outskirts of the nearest city but im not really sure what im supposed to give him to finish it. would one of those be enough or i have to find something else?The specific item that mission wants is a small relic, iirc. Look for a large religious building.
I know its late to say this because he died but the small relic can also spawn in museums.need a bit of help regarding NPC missions. the mouse guy that started with me in the shelter gave me a mission to find a "Religious Relic" or something like that. i've seen some religious books while exploring the outskirts of the nearest city but im not really sure what im supposed to give him to finish it. would one of those be enough or i have to find something else?The specific item that mission wants is a small relic, iirc. Look for a large religious building.
go in the game after some time and found the mod "aftershock", how it changes the game?
and where is the sound??
hostile helephant....??!!?? :O)))
Seems like a couple of Magiclysm monsters lack the "BASHES" flag, meaning they are physically incapable of smashing obstacles. Owlbears, black dragons and trolls are all thwarted by closed curtains and tent flaps.
In order of survivability and preference, I usually fight Shockers with
1. A non-conductive weapon ( I don't know how martial arts works but bare fist fighting a shocker isn't a good idea unless you got CBMs.)
2.A unsuppressed firearm.
3. A Molotov
4. A grenade
5. A suppressed firearm
6. with a mi-go
7. .50 BMG/ large rifle.
Does smashing shocker corpses cause lower loot drops before you dissect them?
That would be an easy pull request since it's just editing a .json file.I would just wind up trying to add fancy/super fancy pants or make the pistol bandolier compatible with .22 ammo if I started, so go ahead if you'd like.
If you don't want to, I might do that later tonight for funsies.
ok the Steam Engine is done. but now im having a dilemma. i was thinking on having the outer walls of the vehicle reinforced with armor, the problem i see atm is that there's not much vehicles with Heavy Duty Frame on them. just took some of the frontal parts of a 4x4 and even then it was just a handfull of them (and they weight a lot).Most vehicle parts in the base game have armor values in exchange for health now (https://github.com/CleverRaven/Cataclysm-DDA/commit/02fb12199bca1ec22563144db5b6aac512e93316), so steel frames are actually quite tough with their damage reduction of 52.
so i need advice on this. would it be enough to just use regular Steel Frames? i foun an armored vehicle one or 2 squares east of the base but there was a horde moving towards it so i cant go and check it. crafting the frames would be another alternative but it takes a lot of materials to craft.
i wanted to have a transport with a balance between durability, speed and utility so it was originally going to have heavy frames in the outer layer and regular ones in the inside.
I have a question about the Arcana and Magic Items mod: I've noticed that some stuff is listed as a "magical focus". What does that mean?
Pigs doesn't accept cattle fodder. Can I tame them somehow else?
Also I just thought you wanted to know
But I am currently exploring the region of Elephant Butte
It's a pretty large area
Edit 2: Have they done something about the player owning 148+ different vehicles yet or do you still own every car you happen to loot a bag of chips from?
I didn't know having vehicles move without player input was even remotely possible!
Personally I'd like anyone to be able to try to make a flying machine, but of course actually piloting it would be difficult. Perhaps a piloting skill that gets bonus learning from a pilot profession. Unlike driving where effect is minimal, 0 piloting trying to fly a jet very likely means you crash the fucker before it even gets off the ground, and if it does you're liable to crash and burn.
We can surely allow non-pilot players to attempt to fly an apache helicopter, and crash and burn once theyve spent hours pressing random buttons in trial and error to get it to start.
Hello,
Is it possible to play this game with very few "monsters", to focus my gameplay on crafting and easy/medium surviving, without the "zombies and worst, everywhere" part ?
What options or mods would that be ?
Thanks
Edit 2: Have they done something about the player owning 148+ different vehicles yet or do you still own every car you happen to loot a bag of chips from?
Well tbh, the player owning a vehicle dosnt mean much currently, as NPCs cant steal cars.
The only alternative to "I touched it, therefore I own it now" is to explicitly "claim ownership" of a vehicle through a menu option, which could be annoying, if we restricted ownership to those vehicles you'd only started the engine on for example, then that would exclude engine-less draggable "vehicles" and other annoying niche cases.
When vehicle ownership starts having more meaning, I may refine the point at which ownership applies.
They could experiment with gaining traits like that using the Skater trait. It's one of the most reasonable ones to get after sufficient practice.We can surely allow non-pilot players to attempt to fly an apache helicopter, and crash and burn once theyve spent hours pressing random buttons in trial and error to get it to start.
I assume there is an instruction manual in the glove compartment. Now, a non-pilot probably won't know what it means, but it's probably there.
In the Blacklist modlist when creating a world , there's a "No Monster" that remove all monsters but leave wildlife intact.Rapture simulator 2019? Could be a fun chill challenge, just explore the remains of the world wondering why you're the only one left
#3 was news to you?
You can also activate the Dino Mod, and play Raptor simulator 2019. I believe they're treated as wildlife, so they should still show up and play.In the Blacklist modlist when creating a world , there's a "No Monster" that remove all monsters but leave wildlife intact.Rapture simulator 2019? Could be a fun chill challenge, just explore the remains of the world wondering why you're the only one left
Frankly, the dino mod hasn't impressed me. So far I've seen nothing but Compsognathus, which appear in some basements and wildlife offices and don't fight at all unless you're weak.
They really don't want you fighting without a weapon.
If i understand the dinomod files , said dinos will only appear in a building named "wildlife field office"
If i understand the dinomod files , said dinos will only appear in a building named "wildlife field office"
I also checked the dinomod files and it looks like dinos are supposed to be be able to spawn in a lot more places then just a wildlife field office.
Going by whats been said they were trying to nerf down Martial Arts in general that were strong as far as I know. They really don't want you fighting without a weapon.I mean, half the point of taking Ninjutsu was fighting with a weapon, since you still got all the bonuses while using bladed weapons. It was pretty much the only hybrid martial art that worked both unarmed and armed. I'm still playing on my ninja maid character from one of the later 0.C builds, and my go-to for killing basically anything that doesn't have a gun is ninjutsu with a cavalry saber. Not exactly orthodox, but it works really well.
So, opinions on the Ninjutsu rebalance?
It's got a few more fringe benefits, but at the cost of a substantial nerf to raw sustained damage potential, at least how I'm reading it. Does not feel good. It was really strong for both dueling single tough targets and killing mobs of trash, but now you're pretty much required to try to play it by ducking in and out... with the issue being that even with the sound buffs most enemies have detection as good or better than you, unless you focused your entire build around avoiding notice.
So, opinions on the Ninjutsu rebalance?
It's got a few more fringe benefits, but at the cost of a substantial nerf to raw sustained damage potential, at least how I'm reading it. Does not feel good. It was really strong for both dueling single tough targets and killing mobs of trash, but now you're pretty much required to try to play it by ducking in and out... with the issue being that even with the sound buffs most enemies have detection as good or better than you, unless you focused your entire build around avoiding notice.
cant find the reference for the changes in Github but just from reading what you posted i guess they rebalanced the art so its more closely to the idea of how it was used in the past. i mean, ninjas were assasins and spies so they were supposed to go in, bring down the target and get out. sustained damage doesnt make sense in that situation, you should have killed the target with a single attack and GTFO before being caught.
I may have confused Ninjutsu with another Martial Art by mistake. I tend to nab whatever first MA I can find and keep to it even if it's borderline useless at times. :DGoing by whats been said they were trying to nerf down Martial Arts in general that were strong as far as I know. They really don't want you fighting without a weapon.I mean, half the point of taking Ninjutsu was fighting with a weapon, since you still got all the bonuses while using bladed weapons. It was pretty much the only hybrid martial art that worked both unarmed and armed. I'm still playing on my ninja maid character from one of the later 0.C builds, and my go-to for killing basically anything that doesn't have a gun is ninjutsu with a cavalry saber. Not exactly orthodox, but it works really well.
We all know that the real reason is to reduce player agency even further because you can't have people playing the game the wrong way, now can you? ::)
I may have confused Ninjutsu with another Martial Art by mistake. I tend to nab whatever first MA I can find and keep to it even if it's borderline useless at times. :DGoing by whats been said they were trying to nerf down Martial Arts in general that were strong as far as I know. They really don't want you fighting without a weapon.I mean, half the point of taking Ninjutsu was fighting with a weapon, since you still got all the bonuses while using bladed weapons. It was pretty much the only hybrid martial art that worked both unarmed and armed. I'm still playing on my ninja maid character from one of the later 0.C builds, and my go-to for killing basically anything that doesn't have a gun is ninjutsu with a cavalry saber. Not exactly orthodox, but it works really well.
We all know that the real reason is to reduce player agency even further because you can't have people playing the game the wrong way, now can you? ::)
There was an unarmed damage nerf capping fist-only damage a while back, so even if the item has 0 damage it still does more damage than your fists. Bashing things with sponges and the like at 20 strength does about 5-10 more damage on average than your fists unless you trigger one of the myriad unarmed techniques/buffs.They really don't want you fighting without a weapon.
[Laughs In Native 20 Strength + Wielded Pudding Cup]
There was an unarmed damage nerf capping fist-only damage a while back, so even if the item has 0 damage it still does more damage than your fists.
It seems I misremembered the actual nerf (https://github.com/CleverRaven/Cataclysm-DDA/pull/31858). The cap does still exist though, and seems to be set to a slightly lower multiplier than the armed non-crit bashing damage cap of 2X strength, so higher strength does still makes a difference.There was an unarmed damage nerf capping fist-only damage a while back, so even if the item has 0 damage it still does more damage than your fists.
What. Even if you're pushing 30+ strength? That's a fun new level of bullshit. Sure, I'd expect that a 30-strength mutant cyborg would hit harder with a sledgehammer than his bare hands, but how severe is the cap? If it means that a 30-plus-strength mutant cyborg can't out-punch a straight-8s shelter baby, then the damage cap is too severe.
Apparently they found one tile from a minecraft mod in the DeadPeople, MShock and Chesthole tilesets, and instead of getting rid of the affected tile they trashed the whole lot of them.
Link (https://github.com/CleverRaven/Cataclysm-DDA/pull/34196)
So as i have not followed much of development recently, is there a tileset left in the game after the purge that is kept up to date ?
Apparently they found one tile from a minecraft mod in the DeadPeople, MShock and Chesthole tilesets, and instead of getting rid of the affected tile they trashed the whole lot of them.
Link (https://github.com/CleverRaven/Cataclysm-DDA/pull/34196)
Worse, around the same time SDG quit entirely and took his repo with him.
I'm maintaining a backup here: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)
By my recollection it was more that Cataclysm originally had damage tweaks to help keep unarmed melee in the same ballpark damage-wise as armed melee. Kevin eventually found out and promptly went "THIS PART OF THIS POST-APOC CYBERPUNK RPG R NOT REALISTIC GOODBYE GAMEPLAY STYLE". Y'know, instead of tuning it down a bit, or coming up with an alternative implementation that made more sense.There was an unarmed damage nerf capping fist-only damage a while back, so even if the item has 0 damage it still does more damage than your fists.
What. Even if you're pushing 30+ strength? That's a fun new level of bullshit. Sure, I'd expect that a 30-strength mutant cyborg would hit harder with a sledgehammer than his bare hands, but how severe is the cap? If it means that a 30-plus-strength mutant cyborg can't out-punch a straight-8s shelter baby, then the damage cap is too severe.
So as i have not followed much of development recently, is there a tileset left in the game after the purge that is kept up to date ?
The default is now Retrodays, which has been getting some intermittent updates by people on the project. It's...retro. I'm not as familiar with it but it's still a good set. At least it's not Chesthole's deformed chibis, missing tiles, and wildly inconsistent sense of perspective.
What do you think we should do about the matter?
What do you think we should do about the matter?
No idea. A fork is going to be hard to draw people to (both current and future contributors and future players) ... unless it's publicly and loudly announced after some action by Kevin that outrages a LOT of the devs. Or unless we spread a large compilation of all of his offenses and use the outrage possibly generated from that?
I've just realised something. Many people, in arguments about Kevin's strict interpretation of what the game should be about, say "well, it's really Kevin's game, you should be grateful he lets you work on it." But... It's not Kevin's game, because other devs have worked on it. He didn't write all the code that makes up CDDA. They did. That code, and thus most of the game, is theirs. Sure, they might have signed it over to him or public domain or something - I'm not sure how attribution works in the CDDA project - but ultimately, those contributions aren't his. The only thing he owns is the code as it was given to him by Whales (and he certainly didn't write that either) and any code he himself wrote. Make no mistake: Kevin has control over the GitHub account, but this sure as hell isn't his game.
What do you think we should do about the matter?
No idea. A fork is going to be hard to draw people to (both current and future contributors and future players) ... unless it's publicly and loudly announced after some action by Kevin that outrages a LOT of the devs. Or unless we spread a large compilation of all of his offenses and use the outrage possibly generated from that?
I'd like to see that list.
Viva la revolucion, comrade.
I've just realised something. Many people, in arguments about Kevin's strict interpretation of what the game should be about, say "well, it's really Kevin's game, you should be grateful he lets you work on it." But... It's not Kevin's game, because other devs have worked on it. He didn't write all the code that makes up CDDA. They did. That code, and thus most of the game, is theirs. Sure, they might have signed it over to him or public domain or something - I'm not sure how attribution works in the CDDA project - but ultimately, those contributions aren't his. The only thing he owns is the code as it was given to him by Whales (and he certainly didn't write that either) and any code he himself wrote. Make no mistake: Kevin has control over the GitHub account, but this sure as hell isn't his game.
You do realise, you've just described open-source?
The github repository is his game, anybody can fork it and make their own game, theyd own that one. He can do what he likes with his repository.
Contributors dont own the game collectively, or own their contributions, the license is CC-BY-SA.
Instead of the constant nasty and insulting childish comments about Kevins "offences" , him having the sheer temerity! to make and curate the game he wants to make, how about people fork and make their own.
God forbid somebody makes the game they want to make, they then get people insulting them for years because they arent making the game the vocal hecklers want them to make.
Considering the fact that the game is more popular than ever, and has more contributions from devs than ever before, id say hes doing something right, and it says a lot about the attitude of certain people, that ill be accused of being a "yes-man" and "sucking up" to him, for defending him, its happened before, as if its impossible for an adult to be able to work with another adult on good terms, because they broadly agree and enjoy the games direction, no everything has to be some holy crusade against this nebulous authority figure.
Sure, apologies, I was quoting you, as just a useful handle to reply to an amalgamation of the general feel of a few of the other posts.
A fork is going to be hard to draw people to (both current and future contributors and future players) ... unless it's publicly and loudly announced after some action by Kevin that outrages a LOT of the devs. Or unless we spread a large compilation of all of his offenses and use the outrage possibly generated from that?The real secret is that it doesn't matter. You don't need other contributors, and you certainly don't need players. If you want to make changes, just make them. If your fork is a better game than mainline, people will start playing it instead. If it isn't, well, I guess that means Kevin is doing something right.
Please, if you don't like the survival simulation of the main game
Please, if you don't like the survival simulation of the main game
This right here is what some of you don't seem to grasp. Cataclysm was a cyberpunk/post-apoc kitchen sink roguelike, not a survival sim. It was like that through the entire lifespan of the game, including well into DDA, with only a relative handful of realism fetishists. It only became what it is now because Kevin banned or drove off enough contributors and players who disagreed with him. And please, let's not pretend that forking is trivial. It's a full-time job, potentially for years, doing the work of the entire dev community mostly alone for no pay until you attract enough people for things to stabilize.
People dislike Kevin because he fundamentally altered the nature of the base game to suit his own preferences (i.e. clotheswashing farming tedium simulator 2kcurrentyear) while destroying popular playstyles, and because of his socially oblivious, aggressive, nasty attitude towards anyone that doesn't blindly support everything he does.
We didn't start out at the level of vitriol, Kevin escalated it to this point with his own shitty behavior over the course of years.
Instead of forking and going the same way as in the past forks with lack of devs, leading to too much work for a single guy, leading to project being abandoned is it actually possible to use the mod system of CDDA to recreate the original Cataclysm gameplay and content ?
Or are there too many game systems hardcoded that can't be modified with the mod system ?
If it's possible this would be the better solution then, this way as a mod it would have nothing to do with any direction or decision of CDDA itself and could be developped independantly without any impact on other people enjoyment of the default CDDA.
Now if too much is hardcoded , i guess out of a fork it's hopeless, and with how much work it is to maintain a fork without additional coders it's hopeless anyways.
Ah now that's interesting ,as this could keep devs inside of the project instead of them leaving for disagreeing with the main direction.
Instead of forking and going the same way as in the past forks with lack of devs, leading to too much work for a single guy, leading to project being abandoned is it actually possible to use the mod system of CDDA to recreate the original Cataclysm gameplay and content ?Whales made the original Cataclysm by himself. If you don't feel like putting in the effort, that's fine, but there's nothing hopeless about it.
Or are there too many game systems hardcoded that can't be modified with the mod system ?
If it's possible this would be the better solution then, this way as a mod it would have nothing to do with any direction or decision of CDDA itself and could be developped independantly without any impact on other people enjoyment of the default CDDA.
Now if too much is hardcoded , i guess out of a fork it's hopeless, and with how much work it is to maintain a fork without additional coders it's hopeless anyways.
Ah now that's interesting ,as this could keep devs inside of the project instead of them leaving for disagreeing with the main direction.
Damn, they always get me in the fine print. Well, apparently if I leave I owe Kevin my firstborn, so I guess I'll wait for when he's a teenager.
Not that you were ever a big part of it anyways,If I remember right Cataclysm started out here, and a lot of the original contributors for CDDA came from here.
Not that you were ever a big part of it anyways,If I remember right Cataclysm started out here, and a lot of the original contributors for CDDA came from here.
Also when you say "you are banished from CDDA" is that referring to one person, the entire thread, or is it all of Bay12?
Well that's great, I was successfully avoiding replying to the idiocy here and someone compromised my account and made that bizarre post. I know people are going to be sceptical of that, maybe the forum owners can confirm that post came from an ip address that I don't use.
Anyway I don't expect anyone who already felt Kevin was some kind of despot for how he chooses to administer his branch of an open source project will believe anything without IP evidence, so there's probably not much point in a half dozen people all expressing their skepticism.
Where am I automatically assuming anything? Obviously I believe my friend's story, because I'm not an asshole, but I rather pointedly didn't make any statements about it because I consider that both obvious and irrelevant.
And I don't expect anyone who has legitimately been hacked for an implausible reason, to say something he would already be likely to say, to have any reason not to potentially dox an alleged hacker. If he has the IP he claims to be from this hacking, then he should feel free to provide it publicly. Otherwise, we will be acting on the assumption that he said this himself, and your automatically assuming he did not make this outburst himself confirms your own bias in this matter.
Well that's great, I was successfully avoiding replying to the idiocy here and someone compromised my account and made that bizarre post. I know people are going to be sceptical of that, maybe the forum owners can confirm that post came from an ip address that I don't use.I'll believe this, since it seems more likely than someone who would sincerely use a phrase like "you are banished from CDDA" also having the self-awareness to backpedal.
Well that's great, I was successfully avoiding replying to the idiocy here and someone compromised my account and made that bizarre post. I know people are going to be sceptical of that, maybe the forum owners can confirm that post came from an ip address that I don't use.I'll believe this, since it seems more likely than someone who would sincerely use a phrase like "you are banished from CDDA" also having the self-awareness to backpedal.
Remember to use strong passwords, kids.
How does one see their own IP here?
"Hey idiots, someone hacked my account to call you all idiots! Wasn't me you idiots!" seems to stretch credulity a bit.
It would be so trivial to post the comment's listed IP that I'm taking that as evidence that the claim is false. The only valid reason you wouldn't post the IP is that you'd be compared to post your native IP as proof too, but this is not truly required.
Thing is, you can enter an IP into sites to determine where the IP came from. That Kevin's github profile says he's in Seattle is publicly-available information, so if the "hacker's" IP says it comes from outside Washington then it would confirm this claim without him needing to dox himself.
It would be so trivial to post the comment's listed IP that I'm taking that as evidence that the claim is false. The only valid reason you wouldn't post the IP is that you'd be compared to post your native IP as proof too, but this is not truly required.
Thing is, you can enter an IP into sites to determine where the IP came from. That Kevin's github profile says he's in Seattle is publicly-available information, so if the "hacker's" IP says it comes from outside Washington then it would confirm this claim without him needing to dox himself.
I highly doubt he cares enough to try to prove anything; he only knew about the post because dpwb and I were surprised to see him posting here at all. Pretty sure he's leaving it up to toady/threetoe to decide if they want to do anything about it.
2:30 am his time
Regardless yeah, this seems...unusual. I mean it WOULD be logical if one was not exactly in one's normal mindset, I know I've said stupid shit while riled up, more rarely while not 100% sober, etc. The difference would be I wouldn't claim I didn't say it. :/You of all people should know that Kevin isn't typically quick to back down if he says something out of frustration.
You of all people should know that Kevin isn't typically quick to back down if he says something out of frustration.
It would be so trivial to post the comment's listed IP that I'm taking that as evidence that the claim is false. The only valid reason you wouldn't post the IP is that you'd be compared to post your native IP as proof too, but this is not truly required.
Thing is, you can enter an IP into sites to determine where the IP came from. That Kevin's github profile says he's in Seattle is publicly-available information, so if the "hacker's" IP says it comes from outside Washington then it would confirm this claim without him needing to dox himself.
I highly doubt he cares enough to try to prove anything; he only knew about the post because dpwb and I were surprised to see him posting here at all. Pretty sure he's leaving it up to toady/threetoe to decide if they want to do anything about it.
If I'm reading this correctly, you're saying Kevin didn't post here, as he told you he didn't know about the Angry Outburst Post? Evidence in Kevin's favor, then.