Cataclysm: Dark Days Ahead is a turn-based survival game set in a post-apocalyptic world. Struggle to survive in a harsh, persistent, procedurally generated world. Scavenge the remnants of a dead civilization for food, equipment, or, if you are lucky, a vehicle with a full tank of gas to get you the hell out of Dodge. Fight to defeat or escape from a wide variety of powerful monstrosities, from zombies to giant insects to killer robots and things far stranger and deadlier, and against the others like yourself, that want what you have…
0.Doge is out, right?
Hoping for more drama tbh, not going to start any, it's just fun to read
Although I still hold that the best solution would be for someone with an interest to take over managing a cyberpunk content mod.The problem is that most people with enough interest to maintain a project like this already got their own projects. Who's going to want to work on a large content mod for Cataclysm, when they could be working on their own dream roguelike?
Very true. I mean, that's basically our answer when people want the devs to maintain cdda as a cyberpunk transhumanism game.The problem is that you're still missing it. There are the people who liked that bionics-heavy playstyle. There were people who liked the Mad Max-y car-building side of the game. There were people who liked the martial arts aspects of the game. There were people who liked to collect a bunch of guns and run around like it was a shooting gallery.
Hello darkness, my old friend, I've come to watch your posts again.I would argue that you are missing it. If they liked it before, whatever they liked is still there. Nobody's deleted any of that game. Anyone who wants to play it can go download it and have the same fun they always did.Very true. I mean, that's basically our answer when people want the devs to maintain cdda as a cyberpunk transhumanism game.The problem is that you're still missing it. There are the people who liked that bionics-heavy playstyle. There were people who liked the Mad Max-y car-building side of the game. There were people who liked the martial arts aspects of the game. There were people who liked to collect a bunch of guns and run around like it was a shooting gallery.
The right approach would to have made each of those big chunks of things optional inclusions as they were addressed, but that would have taken hard work and proactive thought.On one hand you're recognizing that the game has changed a lot and it would be hard to capture all those old elements, and at the same time you think we should be maintaining all those old elements as dozens of separate encoded options. I have no idea why you think we should be maintaining things we don't want to keep in the game, but people who want to keep them in the game have no role in maintaining what they want.
The only playstyle that has really benefited to some extent are the innawoods folks, and that only accidentally by virtue of there being more handcrafted recipes now so they can avoid towns more.I'm sorry, but that is so incredibly false as to be completely hilarious. You clearly have no idea what recent cdda gameplay is like.
I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into
Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on
There were people who liked the Mad Max-y car-building side of the game. ... Those playstyles and more besides were both possible and viable. All of them have been to some degree curtailed so that they no longer work or are much more tedious and/or unreliable.
I know you have all the answers for how we should be maintaining the repository we own, for a game that we like and play far too many hours of to be good for us, that you obviously no longer play in anything resembling its current form. However, I think we will continue to ignore your advice and play the game we're enjoying. As I've said, despite our insistence on adding and improving features and game balance we want to add and improve, the community at large only seems to add more people who want to play what we're making. And, to date, for all I hear (mainly from you and two or three other people in this forum) about how we're ruining everything, nobody seems to want to step up to maintain the much vaunted playstyles of yore. There are several doors and they're all wide open.
I've already pointed this out to you once, and I will not hesitate to continue to do so if you don't get the point.
Really looking forward to the continuing NPC/base developments; I read the plan was something vaguely Rimworldy, which sounds cool as hell.
I know you have all the answers for how we should be maintaining the repository we own, for a game that we like and play far too many hours of to be good for us, that you obviously no longer play in anything resembling its current form. However, I think we will continue to ignore your advice and play the game we're enjoying. As I've said, despite our insistence on adding and improving features and game balance we want to add and improve, the community at large only seems to add more people who want to play what we're making. And, to date, for all I hear (mainly from you and two or three other people in this forum) about how we're ruining everything, nobody seems to want to step up to maintain the much vaunted playstyles of yore. There are several doors and they're all wide open.
I've already pointed this out to you once, and I will not hesitate to continue to do so if you don't get the point.
TONE DOWN THE GODDAMN PASSIVE-AGRESSIVE SHIT.
This shit is WHY there are people here who act so fucking disgruntled and you bringing it to this forum will make things WORSE.
There is no cause for it, you don't have to respond to FD or anyone else being negative, and doing so makes YOU into the target for their ire.
I'm sorry, but that is so incredibly false as to be completely hilarious. You clearly have no idea what recent cdda gameplay is like.This is some deeply ironic Johnny-come-lately bullshit coming from you, since your apparent total lack of knowledge of the history of Cataclysm's development is the principle thing that keeps steering you wrong here. Most of us aren't pissed off about the nightly build now, we're pissed off about stupid decisions that happened months or years before you got involved, which were handled badly then and only grew worse over the years. This is a PR problem and you're handling it in pretty much the worse way possible. Cataclysm used to be one of the top names among contemporary roguelikes, but the name is in the mud now.
There were people who liked the Mad Max-y car-building side of the game. ... Those playstyles and more besides were both possible and viable. All of them have been to some degree curtailed so that they no longer work or are much more tedious and/or unreliable.
So as one of the developers who has been making a lot of player visible changes in the vehicle code, can I ask you to specify what about Mad Max car-building that has become so much more unreliable?
Since I started playing about 4 years ago in early 0.C, the vehicle system has changed in a couple of significant ways:
1. electric motors have been adjusted a couple of times, but the net result is there a wider range of electric motors, from very small to fairly large, and all of them get decent efficiency
2. gasoline and diesel engine sizes have standardized and made to support multiple fuels
3. steam engines and freaking huge gas turbines have been added
4. infinite fuel engines like the vortex engine from blazemod have been simplified and standardized
5. lifting and jacking requirements have been added, but satisfying them is fairly trivial
6. vehicle parts have descriptions of what they do when you install them, making it easier to figure out how to configure your vehicle
7. electrical power generation got reduced, but so did the energy costs of most things - you're no longer burning 250 battery charges/turn just to keep the stereo going.
8. rams have been added to vanilla, and most vehicle parts have gotten decent amounts of armor
9. the way that vehicle speed is calculated has changed substantially, but it's still easy to put together a deathmobile that will travel 15+ tiles/turn and most people don't like driving that fast. Vehicles don't have nominal top speeds of 3000 mph any more, but if you put a 6,000 HP gas turbine on your racing bike you will go crazy fast enough.
10. boats were mainlined, and vehicles can now be made amphibious and you have a variety of choices in your boat hulls
12. bike racks were added, so you can attach a little scout bike to your deathmobile, drive from town to town in your deathmobile, and have a little scout bike to scout inside a town. you can even put bike racks on your scout bike and attach small vehicles to it. (and your scout bike can be amphibious, if that's your thing)
12. there's a limited autopilot to cut down on the tedium of driving from point to point
13. we've got working prototypes of towline towing and helicopters
14. there's a definite plan for adding vehicles that span multiple z-levels themselves, and allowing ground vehicles to drive up and down ramps
15. various other convenience features (single button powered curtains for your entire vehicle, vehicle heaters, off-road tires, the mechanics profession that starts with a welder and welding goggles) have been added
From my perspective, going Mad Max in CDDA is easier and better than ever, and if for some reason you don't like some of the changes, modding even higher performance vehicles is really easy.
The only things that I really acknowledge as nerfs are:
1. foot pedals no longer produce the equivalent of 15 horse power, so some power generation strategies got busted
2. you can't fix everything with duct tape
Tastes very, but I'll trade those two drawbacks for all that other stuff.
This is just like most American TV.this is better than most American tv (Source: Am American)
So, the last version I played was... (boots up old copy) 0.C-19721-g82f0627. And I probably spent most of my time playing versions of 0.B or early 0.C. I'm somewhat interested in giving the newer versions a whirl to see how it feels - should I stick with the latest stable 0.D? Or should I pick one of the more recent builds?
Additionally, do folks have some general tips or 'getting started' advice? Based on what I've read, at least, there's more of a maintenance requirement to surviving - if so, would be nice to get a sense of how differently I should be approaching things.
FD, I'm going to politely ask you to tone it down also. This is a new thread, and we can try to be civil here.They must, it is entertaining
I really do understand why you and the others are so angry, but we aren't going to get that civility without BOTH sides toning back on their phrasing.
edit: Damnit guys can we please just not? Please.
Is some one working on adding armor to blazemod parts yet? Last time I checked, those parts still tank damage by having huge HP values rather than the newish armored parts system.
I kind of dropped from playing after the huge performance hit that came with 1 second turns and some of the map memory stuff. Is performance still bad? I used to go out and smoke a cigarette whenever my character was sleeping because sleep was taking forever. Sucks because there were a lot of big changes around that time that I never really got to dive into
Yep, performance improvements actually mean that at this point it's a little faster than it was before. There was some really bizarre overcalculating going on
I haven't played in about a month, but in general I find using the latest build find. They're unstable, so occasionally something will be broken enough you have to go back a few, but most of the time the latest is best.
I'm not sure you have to do anything too terribly different just to survive. Running around looting houses and avoiding combat unless you have to is usually your best bet.
<lots of stuff>
Thanks, both. I admit I usually gave myself extra points at start to reduce some of the early-game pain.
At world generation, there are quite a few mod options. Which of them are up to date, or alternatively which should I avoid for being probably too out of date?
- also not my style, but chaosvolt (random dragon here) maintains a bunch of mods like cata++, arcana, and a mining mod that are usually up to date and change content.
well, it is a low bar...This is just like most American TV.this is better than most American tv (Source: Am American)
There's always the Git commit history, though you'd need to compile the game yourself.I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.
There's always the Git commit history, though you'd need to compile the game yourself.I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.
Thank you for the links, when I have time i'll see about getting back into one of the older versions.There's always the Git commit history, though you'd need to compile the game yourself.I had a feeling it might come to that in the end - I suppose if nothing turns up, one day when i'm feeling the desire for such (mis)adventurr I'll look into compiling an old version.
Despair not! There are some old versions up here: https://dev.narc.ro/cataclysm/jenkins-promoted/
Assuming you're looking for windows tiles, here are direct links for
0.B: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.B-2399.zip
0.C circa 2015: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-2834.zip
0.C from hallowe'en 2018: https://dev.narc.ro/cataclysm/jenkins-promoted/Windows/Tiles/cataclysmdda-0.C-8083.zip
I would point out that you shouldn't necessarily skip out on the current version just because of something you read. The old versions don't let you build a car that can turn into a boat, powered by a salvaged helicopter engine; or build a small army of stupid but oddly useful NPCs and get them to make a castle for you and do your laundry; or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds; or blow a house up with a fireball spell; or climb onto a rooftop and snipe zombies several floors below; or, like a pied piper, lure zombies up to a balcony and climb down to watch them reach for you and plummet to their demise; or find a scroll of Cause Bear.
Of course, if you played the new version and are really not into it, that's another matter (if it's gun fouling that turns you off I'd even be on your side, although I think we've got a fix planned or already merged). I just would caution against picking something out of the changelog - or worse, something someone else saw in the changelog - and writing the whole game off because of it. Some of the changes I've seen get a lot of bad word of mouth didn't even wind up getting merged into the game.
So as one of the developers who has been making a lot of player visible changes in the vehicle code, can I ask you to specify what about Mad Max car-building that has become so much more unreliable?If you want suggestions, I think it's really annoying how you can no longer move large storage batteries without a crane. It used to be a convenient way to transfer electric charge between vehicles, for example to power a small floodlight that doesn't have its own generator. You might also want to pry out the batteries to disassemble them for electronics crafting, even if you're not otherwise looking to work with vehicles.
The artifact code is ancient and goofy. We've got a cool rework almost done thanks to magiclysm needing functional magic items.
I'd like to weigh in on cata, not to cause drama but just to have a say.
or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds;In regards to this - can you define zones on a vehicle now? I'd LOVE to autodispatch perishable freezable food to a freezer, unperishable to a plain old cargo space, batteries to a place with a charger, etc.
or let you press "O" and automatically disperse your loot into a dozen tidy piles in a few seconds;In regards to this - can you define zones on a vehicle now? I'd LOVE to autodispatch perishable freezable food to a freezer, unperishable to a plain old cargo space, batteries to a place with a charger, etc.
Toad style kung fu got reworked, now you get some neat stuff in line with the way of playing this particular stance like getting a boost when geting hit or blocking and some more offensive moves so it doesnt feel like a purely tanking position. in fact i would dare to say it may be potentially broken as long as you know you have to keep the number of enemies in check and so on.
Edit: I've been busy with work lately but still doing a bit of drawing, and several others have been contributing. I'm really happy with these seasonal cattails I did today.
It'll be interesting to see how that shakes out. Keeping the number of enemies in check is fairly tricky nowadays though.
I blame Hymore for my deciding to look into watching Five Deadly Venoms today...but hey, it could be weirder. Imagine if someone (hint: I've been recently overthinking the way a lot of the martial art mechanics work) were to ponder how to represent Fist of The North Star in CDDA...
"omae wa mo shenda- damnit!"I want everything in this post so bad.
Fix hoe consistency
I was deeply saddened to find nobody had made that comment in the pull requestQuoteFix hoe consistency
Thank god. I hate inconsistent hoes.
So I tried messing around with the Magiclysm mod and I have to ask, is it supposed to be incredibly weak? I was trying to kill a basic zombie with a beginner attack spell and was basically doing 1 point of damage.
Huh, I haven't played this one in a reeeeally long time it seems. Might come back to it once Darkwood gets boring, I'm eager to try one of the experimentals and see how the new additions play. Also, I love that tileset you're working on Erk!
Unstoppable on the battle field. I had three shopping trolleys filled with useful loot in a shack in the town and was slowly clearing it out, block by block. But then she collapsed in an alleyway and died of an asthma attack: I'd accidentally left my inhaler back in one of those trolleys.
So I tried messing around with the Magiclysm mod and I have to ask, is it supposed to be incredibly weak? I was trying to kill a basic zombie with a beginner attack spell and was basically doing 1 point of damage.
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.Well beside fucking me up because im so fast after buff in magiclysm that im using more stam than i regen by just walking.... When i fight i deplete my stam i about 12 melee hit.
Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.
Hopefully, monster speed gets reworked too, or things like deer with 300 speed will end up perpetually exhausted. Whoever winds up doing it COULD just make monsters have higher stamina regen, but that sort of laziness was how a lot of monsters famous for shredding newer players wound up having such insane speed in the first place.Anyone remember if there was ever someone working on stamina and pain for animals? Because I vaguely recall some discussion happening after stamina was implemented for the player, but it seems like that never actually got anywhere.
Nobody is implementing it presently before 0.E but it's totally on the table for something to implement eventually. There are some AI questions about stamina budgeting that are not trivial to answer
Question about the aftershock mod. It seems like you're supposed to be able to turn fridges you find in houses into vehicle fridges, but I'll be damned if I know how to do so. I can't seem to be able to interact with them beyond taking items that are inside them.First from construction menu (* by default) you prepare a fridge for vehicle usage (requires fab 3, elec 4, mech 3, screw tool, hammer, metal saw and some minor supplies), then 'E'xamine it and it will spawn an item you can put into the vehicle. Also you can convert prepared fridge to a freezer afterwards and 'E'xamine it too.
Speaking of furniture in cars, I've been updating a mod I made a long time ago, that let you install almost every kind of furniture in game in a car, the only thing I never did was let you take down furniture from the world and put it into cars, everything was ether found or built. (I also added the ability to build brick and concrete walls as parts of a car, but that's something you probably wouldn't want in the main game.)
Interesting. What about toilets? A while back I tinkered with faking a proper mobile home in vehicle form, and the main thing that made me decide not to was that you can't have sinks and toilets (though for the kitchen, the kitchen unit is a reasonable standin).I added sinks as storage container with the "FAUCET" flag, and toilets as a different item that can hold thee gallons of liquid and be used as a seat. Also what made it to where you couldn't have sinks and toilets.
Also what made it to where you couldn't have sinks and toilets.
So were you making it with vanilla stuff?Also what made it to where you couldn't have sinks and toilets.
Well, just that in vanilla there weren't any sink or toilet vehicle parts, and nothing good to represent them. If you placed this mobile home vehicle as a static spawn (like one that's been unhitched and hooked up to utilities), then technically you can leave holes in the vehicle's space and fill them with t_floor plus f_toilet, but that causes visual oddities (since when you're on the toilet, you're technically considered to be outside the vehicle).
So were you making it with vanilla stuff?
The thing I was working on had unique items for every furniture including toilets, sinks, stoves, and a bunch of other stuff.
I think it's been almost a year since I played, so does anyone know how healing works in the current version? Seems pretty slow and bandages don't seem to do much at the moment. Is there a difference between medical gauze and bandages? I'm just curious how the whole thing works.
I think it's been almost a year since I played, so does anyone know how healing works in the current version? Seems pretty slow and bandages don't seem to do much at the moment. Is there a difference between medical gauze and bandages? I'm just curious how the whole thing works.
in a general sense, reactionary mods are not a good thing. they support some idea that the thing they're "reverting" wasn't a good idea in the first place, so why even have done that in the first place?
I see it more as "we don't have the responsibility to make sure your play choice options are bundled in the game with us personally bugfixing all thirty or so of them, even though they represent play modes we specifically chose to move away from." It'll be just as possible to install these mods as ever, but the reaction has if anything reaffirmed that people expect developers to be on the hook to maintain our dozens of mods
it does come across as telling players they're playing the game "wrong" or that Kevin and Co are gatekeeping a "genuine experience" and playing favorites with mod makers. Like others have said, can understand removing ones that are no longer supported but just because you personally don't like how some mods affect the gameplay doesn't mean they're bad mods. If the majority of your players are using those mods instead of your features or engaging with your changes, then that's on you the developer not on your players. They aren't playing the game wrong, especially in a game so modular.The mod makers we're showing favouritism to are the ones still maintaining their mods. We don't have a lot of favouritism for people who don't contribute to the game anymore, no. There isn't a single mod with an active maintainer that is slated for removal from the mainline repository.
A better decision would have been to just stop bundling ALL mods with the base game and then posting an official and updated write-up on how players can add the mods they enjoy themselves, without the favoritism and gatekeepingAgain, there's no favouritism here. There's "does someone fix this when it breaks, or are the devs having to do it" for the majority of the mods. Blacklist switches are about the only exception, and we'll be keeping any of those that are actual major playstyle or performance changes and not just "fuck it I hate acid monsters", which can then be used for even the noobest of noobs to make their own blacklists if they can't be bothered to find mod downloads like any other game.
That quote in particular is talking about "reactionary" mods and how they aren't good and not the issues of bundling mods with the main launcher. I'm not sure how you can see it any other way.I know the person in question is talking very specifically about what is good to include in the base game and what isn't. None of the devs give a rat's ass what crazy hentai mod you're playing at home or how you've disabled any monster that previously hurt you, we just don't consider them reasonable mods to include along with the game. For feature reversions, it becomes an expectation that any time we make a change some people dislike (ie. any time any change occurs), we'll bundle a mod to revert it. We're not going to do that, and for some time we've been talking about taking out the included ones that have basically been grandfathered in for years.
I guess that's not gonna be a go any more? That sucks.I'm pretty sure they'd stay where they are if someone stepped up to maintain them. The point is that the main developers don't want to maintain mods that have been abandoned by their creators or no longer fit with the direction they're taking the game. They don't seem to care if someone else maintains them.
The ease of application and use is the clincherNot sure what you mean. The ease of application and use wouldn't change. If someone were maintaining them they'd stay bundled with the game and nothing would change.
I really find it amazing how many people are supporting the position that it's the volunteer developers' responsibility to update and maintain some sixty-odd mods that no longer have maintainers and that really none of us use.
As for blacklists, yeah, they'll get mildly more difficult. There's some chatter about making an app to generate a blacklist according to your personal taste, because we aren't against the concept but against the potentially infinitely expanding list of micro mods.
The "dark days ahead" in Cataclysm:DDA refers, of course, to the eternal development drama.
More constructively, it strikes me that some of the more popular exclusion mods could just be folded into the worldgen settings instead of being mods. Having a wide range of choice about the initial set up (world size, city density, special zombies or vanilla, number of enemies) has long been a central part of the Cataclysm experience, right?
If a player who uses the mod notices a bug, they can fix it themself - open source yay - or find someone else able and willing.Most players won't do that though. They'll complain - to the game devs - about how the game is broken.
Their original creators can maintain them. If those are gone, voluntary interested supporters/devs can volunteer. If none show up, the players who like the mods can figure it out (yay open source.)This can be done out of tree. And if the original creators were maintaining them, then this wouldn't be a problem in the first place.
The PR author didn't use the outline because the outline was generated after the PR was.
No, I'm telling you the PR didn't originally follow the guide because the guide hadn't been written. It presently follows the guide quite well.The PR author didn't use the outline because the outline was generated after the PR was.
So you're telling me that a still-unmerged, still-changing PR is planning to use the grandfather clause as an excuse to ignore not only the guidelines, but your recommendations? Again, it was your idea to suggest those specific mods that would now be acceptable to retain according to the guideline, you should go bring that up with them.
The main thing that makes me feel like this is a bit of a bad-faith PR is that Erk outlined suggestions for mods that're being actively maintained, and none of this information was utilized by the PR author. :/
[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
At least the one time I tried actually wearing filthy clothing and just ignoring the morale penalties, I got influenza on day one. If that was just a fluke, please do tell.
I think the main reason I don't like filthy clothing is still that it's such an obvious gaming abstraction. Items from zombies (and only zombies) have the "filthy" flag set, whether or not it makes sense, and the only way to unset it is by applying a washing board. Why do I need a washing board to clean a pair of sunglasses? how is it possible for a fireman's gear to still be filthy, after being engulfed in a fire that completely consumed the fireman's corpse? There is no reason, that's just how it was implemented.
I can't immerse myself in this.
The main thing that makes me feel like this is a bit of a bad-faith PR is that Erk outlined suggestions for mods that're being actively maintained, and none of this information was utilized by the PR author. :/
The thing that makes me feel this is a bad-faith pr is the history of all this bs. Kevin and his crew have a history of driving away anyone who doesn't agree with his vision of a fun free and tedium infested "game". And hey, they work for free, they're free to have that vision. But the fact that they aggressively took over this project and drove away everyone else, and having accomplished that, are now breaking old promises about their half baked "realism" bullshit. The filthy clothes thing is a perfect encapsulation of all that.
What is filthy clothes? It was a change made so zombie worn clothing got a "filthy" tag, giving a big morale loss. The clothing can be washed, if you find the incredibly rare ingredients to wash it. Of course, it's just clothing, so why would you go through a complex procedure like that? Nobody would, nobody does, the filthy clothes might as well not exist.
However, they do exist. And they show up in a garish, ugly font. They create a bit of an early game obstruction to acquiring top end clothing. It's not an insane idea, honestly, but the implementation left a lot to be desired. Lots of people hated it. But no problem, said Kevin and crew! Simply use the built in option to disable this! So OK, problem solved. Of course some of us said "Just wait a bit, they'll find a way to force it on us". And we were dismissed as overly negative jerks who just hate Kevin.
And now, here we are. Here's a question: If the "no filthy clothes" mod is just too hard to maintain (yeah right) why not just make the incredibly unpopular filthy clothes nonsense a "mod"?
We're being asked (demanded really) that we just forget the history of all this. We're being gaslit to ignore the obvious fact that a certain contributor or group of contributors get their fun from forcing their vision onto others. That'd be a crazy thing to claim out of the gate, but we are not right out of the gate here. There's a history.
And the BS semi-diplomatic "Oh you entitled gamers" schtick is old. It's been old for a long time. Yeah, we all know, and intimately understand, volunteers do the work they volunteer to do, they owe use nothing. I am not asking for extra work. I'm saying "Rather than doing a bunch of work to ruin this good thing, instead please do nothing".
Or, failing that, don't expect me to cheerlead you while you brag about how well you're ruining this while throwing snide jabs at the people who've been playing this for a long time and have witnessed the iterative process of locking out the main playerbase in favor of Kevin and friends.
You seem like a nice enough guy, I don't mean to insult you personally Erk, but at the same time, don't piss on my head and tell me it's raining.
To be fair, there was a time when soap was rare. I think anyone still upset over filthy clothes probably hasn't played with it turned on in three years, which basically just summarizes why some of the devs aren't keen on actively supporting blacklist mods. As an aside, it does hugely amuse me how onerous people think filthy clothing is. It adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty. IMO it's one of the better features of our game, and I only ever see hate leveled against it from people who probably haven't touched it since it was a new feature.
Personally I am losing a couple blacklist mods I like, like no survivor armour, so I get some of the annoyance (I'll just go un-obsolete it, it's no big deal). I am also on the constant receiving end of "why can't I add these thirty specific blacklist options to the game", because there is someone who wants literally any option in the game to have an associated removal toggle. There's no fair, tenable solution except the suggested one of having a dynamic application that lets you customize your blacklist. Until then, since collectively the blacklists do generate work (eg. "I am playing with no Xs, but subset Y of group X continues to spawn", which happens all the time), then if we're removing mods that generate undesired work for the core contributor team, the blacklist mods must be included on that list. It's less about "why this one specific mod" and more about having a consistent set of rules that we're following fairly.
Automate more menial things like eating when I'm hungry, sleeping when I'm tired (if I want)
I will sometimes wear filthy gear such as a backpack (if it is the only one I've found) or fireman's turnout gear if I need the protection but I only do so until I am able to clean it, which is usually very quickly. The trade-off is worth it for short term gains but I don't wear them for long[filthy clothing] adds a level of decision making in the early game: do I use this cool zombie loot armour because I need armour, or do I reject it because it's disgusting and dirty.I'd say it's never worth it, since it gives you disease. It doesn't matter how well armored you are if you have influenza.
only ever hear complaints about it from people who routinely have it turned off.I play with it on and I still don't think it adds that much, I pretty much ignore everything that's marked filthy as I can get the things zombies drop other places.
I have made a new form for 0.F (https://forms.gle/rkmSKZKMzMj426nF8)I answered the survey, but I also wanted to give proper commentary on these. Mind you, I don't really play the game much these days. I come back to it every couple of months, play it for a while and get bored again.
QuoteAutomate more menial things like eating when I'm hungry, sleeping when I'm tired (if I want)
I don't automated eating/drinking per we (I especially always want to be choosing what to eat, even if it's as simple as a "use this for automated eating" flag/group), but I would really like to see is the ability to eat while doing other things, if that is what is meant by it. Such as for example setting items to be consumed while I spend a few hours crafting or reading or whatever. Or being able to choose what to eat during the process without having to stop and start everything up again. It's a lot better now that crafting has percentaged production thankfully but it's still something that's feels very boring and time consuming to repeat all the time.
Rework transhumanism so that mutations and bionics are more equal and have more interesting choicesCould you explain this one? It's so vague that answering in the positive or negative is very difficult. As mentioned by Soad the DCSS devs tend to use it to equalize things downward so that choices end up being removed in terms of equality.
I answered the survey, but I also wanted to give proper commentary on these. Mind you, I don't really play the game much these days. I come back to it every couple of months, play it for a while and get bored again.I already responded to the auto eat and transhumanism questions above.
I'm not sure what the actual significance of this would be. It seems like it'd be boring if the horde reduced everything to rubble, as zombies tend to do if they spend a few days inside the reality bubble, but if they didn't, what's actually changing? Wasn't there already an option to fake overmap hordes, where the "horde" just spawns a bunch of zombies if you get close?The current fake hordes don't behave fairly, they ignore walls and overmap barriers. The main point of having wandering hordes is to have the zombies wander around, potentially finding your cool reinforced base, but the current level of abstraction means any distant defenses don't count and they can teleport through your walls. Proper hordes would follow overmap terrain, potentially give chase, and in the long run may even have zombie masters guiding them with a kind of malevolent intelligence, potentially even giving each horde some unique characteristics. The same code could be used for things like marauding mi-go slavers, or triffid hunting parties, also maybe random events like zombie hordes gathering and beseiging sites like your base or an NPC faction.
Not really useful, since there aren't that many things you'd care about plugging into the power grid. There also isn't really a reason to have a non-mobile base. That would have to change first.I kinda disagree, and as this was one of the most popular options, I think a lot of players do too. using vehicles to make a home base power grid is already very popular, people have been asking for a non-janky version of the same thing for a while.
You mean I'll finally be able to wear panties with stockings without an encumbrance penalty? Sign me the fuck up.
Swimming honestly sounds like a huge hassle, but maybe it'd be worth it if there was actually something interesting underwater.
Considering one of the last major changes was adding the chance of dying from infection even if you have antibiotics, I don't really trust you guys to make sensible design decisions in regards to this, but the concept sounds cool.
Is this like that thing with being unable to fly helicopters without the helicopter pilot perk? I get what this supposed to achieve, but the system sounds really gamey. I guess I'd like to see more of an explanation for why this design is the best one, and what other alternatives have been considered.Only vaguely related to helicopters. Mostly it is for things like, say, blacksmithing. Under current plans you don't know blacksmithing by default and need a book or teacher to start doing it. With proficiencies, you could learn or start with blacksmithing proficiency, which means you autolearn more blacksmith recipes and have a much easier time working on blacksmithing crafts. The Fabrication skill would be the master skill for blacksmithing, and would level up as you practice, and your Fabrication level would affect how easily you learn fabrication related proficiencies.
Really FUN (in the DF terminology) game. Though not really my cup of tea as I think zombie survival games are overrated. If it was without zombies though, I would play it.
Really FUN (in the DF terminology) game. Though not really my cup of tea as I think zombie survival games are overrated. If it was without zombies though, I would play it.
Person I'd rather continue the real world thing, especially if it can be kept procedurally generated. I'm much more interested in driving my motorhome across a fictionalized US than I am driving it across North Vuvuzelia.Is there enough work being done on mountain and desert biomes for that yet?
Well, I updated the backup repository for DP tileset just in case, since I wasn't sure if he'd resume development or even be able to: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)
Well, I updated the backup repository for DP tileset just in case, since I wasn't sure if he'd resume development or even be able to: https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup (https://github.com/chaosvolt/Cata-MSX-DeadPeopleTileset-Backup)
Thanks :)
Also apparently what happened was the dead people tileset had stolen assets. or more accurately, what dead people tileset was based on had stolen assets, and dead people still included them. Personally I'm still gonna use the tileset, its by far the best one (to me). But that is why they did what they did, it would create potential legal issues for the cataclysm DDA team.
The creator apparently will only upload to 4chan or apparently he is more active on 2ch (the apparent russian chan). So the tileset isn't officially dead. You'll just need to visit 2ch and find any future updates there.
After having heard about this game for years I finally caved and started playing the 0.D version that's currently out.'e'xamine underbrush (bright green '#') to forage for food. Your chance of finding anything depends on your survival skill, but it'll level up with use.
It's tough and I seem to be having trouble with food (I started in some shelter out in the forest) and the town I found by following the road has waaaay too many zombies for me to be able to loot any buildings.
However I find it very fun and I managed to make some tools and started scraping some food together to not die.
If anyone has any tips for someone just starting out feel free to let me know.
The creator apparently will only upload to 4chan or apparently he is more active on 2ch (the apparent russian chan). So the tileset isn't officially dead. You'll just need to visit 2ch and find any future updates there.
-Equine -> like cattle but more speed oriented, you could probably carry more weight on top of having hoof attacks and a good amount of stamina for running around without being ubersizedI thought of doing something similar to that but with deer, but then again I see no reason not to do both.
Does anyone know if there have been any recent changes to turrets? I'm actually playing Cataclysm, though it's in a version that's a couple months old. In this build, it seems that the only way to determine the range of an autonomous gun turret is to walk towards it until it fires, and I was wondering if anyone had bothered putting those laser dots back in, or maybe adding a warning sound.Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.
The warning sound was a bit quiet from what I remember, but it's been a while since I last checked. Is it still only 50?Does anyone know if there have been any recent changes to turrets? I'm actually playing Cataclysm, though it's in a version that's a couple months old. In this build, it seems that the only way to determine the range of an autonomous gun turret is to walk towards it until it fires, and I was wondering if anyone had bothered putting those laser dots back in, or maybe adding a warning sound.Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.
Turrets are supposed to have a warning sound. I've also removed the majority of deadly turrets from the overworld, most of them should be firing sponge rounds.I guess it's about time I upgraded, then.
So as it turns out, I can make 'e'xamine still prompt for direction when standing next to exactly one object that can be interacted with, but I can't make it prompt for direction when standing next to zero, even though 'e'xamining a tile with nothing on it is still a valid action. This is less awful, though it's still somewhat awful. Can't just e-dir to see if an object can be interacted with, have to press e and see if it prompts for direction. Can't use 'e' to see what tiles are, need to use 'x', which also prints location name, movement cost, lighting, tile properties (diggable, smashable, flat, etc.), cover percent and ambient air temperature, with the information I want between the first two of these. And it needs to be explicitly cancelled.
I suppose I'm biased, since I've gotten really accustomed to the way it was before, but this really feels worse.
Anyone have a particular way they stack their loot? I’m looking for a good one for myself ‘cause I keep on just dumping it on the floor and having to sort through the mess whenever I want to make anything.I've mostly just used the dump it in specific piles option.
Why do the graphics now look like garbage?
I'm not sure how much that side of the game has recovered since then, as I've only been playing with Erk's under-development tileset which isn't yet packed with the game itself.
> Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font
But I don't understand... Randomdragon said it was done on purpose to hurt people, so which one is it? Did they lie??
> Fonts are looking weird right now because of a glitch that is messing up which font displays and what is used as a fallback. There's already a fix pr'd. Terminus bold is not and was never intended to be a default font
But I don't understand... Randomdragon said it was done on purpose to hurt people, so which one is it? Did they lie??
Do you not comprehend "being a smartass" or something? Even I would only regard "thinking that a bold font looks good as the default" as just poor sense of aesthetics, not anything really malicious.
Now, if they'd picked Comic Sans then I'd say they were doing it to hurt players. XP
without joking, the glowing fonts would work well with some specific monster or radiation stuffStrike through would be a hilarious way to represent monster corpses
Spoiler: Shilling (click to show/hide)
Spoiler: Shilling (click to show/hide)
Am I the only only who imagined a gun where a muzzle mounted bayonet was actually sticking out the end of the gun's muzzle and would be launched off as a deadly projectile with the bullet when the gun is fired?
What about a crossbow with an underbarrel mounted single-shot shotgun for emergenciesDon't do the single-shot, go for the master key.
So...uh...can someone explain how to kill a zombie withou getting...you know, completely destroyed? I think no-hit is basically impossible, so how do you heal afterwards?I've found fire to be effective. Zombies just walk into whatever trap you set so it's pretty easy to kite them into a bonfire.
I think it would be cooler if the crossbow was overbarrel
What about a crossbow with an underbarrel mounted single-shot shotgun for emergenciesObviously, what we need is an assault rifle with an overbarrel crossbow and an underbarrel mounted single-shot shotgun.
I have no clue about the nerfs to fires these days, but theyre a top tool to save your skin. Ideally though, you want to also level up melee asap so as to not need the fires, since ammo explodes.So...uh...can someone explain how to kill a zombie withou getting...you know, completely destroyed? I think no-hit is basically impossible, so how do you heal afterwards?I've found fire to be effective. Zombies just walk into whatever trap you set so it's pretty easy to kite them into a bonfire.
Finally bothered to write up a proper lore document for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/blob/master/LORE.md)
I don't like the disinfectant system: It's too narrow in the items that can be used, and required some skill in order to get "makeshift" disinfectant. Why can't I just pour booze in my wounds, like a man?
1: Lure monsters away from towns. A car is the best way to do that without too much risk. Preferably right into another nearby faction, like giant bees.But whyyyy? Car is for smashing!
2: Driving in/sneaking in at night and burning down houses to get zeds to die in the fire.
3: Doing it the more time-intensive way.
a: Get car and armor and weapons and bags and binoculars.
b: Drive car in daytime through city. Get map of city.
All this talk made me play this again. It used to be that you could escape pursuit by getting into a car seat and driving off, even if something followed you through the door, as it was treated as still standing on the ground. I tried that now, but the Mi-go just drove away with me and promptly ate my head.
And how the hell does scriver outrun Mi-gos? In my experience they're faster than any regular character, running or not.
Hey guys, I found a Z-9. Should I stab it? I heard they have kevlar!You can repair it with Misc Repair Kit that is easy to craft. Alternative you can disassemble it and assemble it again, but you will most likely loose strings from disassembling.
Also, I just realised knife spears are REALLY FLIMSY. Should I repair it? If so, how?
So I get that Pretty and the other negative ugliness mutations in it's line were changed to have positive visibility so they could be seen on NPCs, but isn't mutation visibility actually a separate factor for NPC reactions? Doesn't that change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) reduce/completely neutralize the effectiveness of those traits/mutations since most NPCs actually hate visible mutations?I've never noticed NPCs caring about mutations, because I can have full rat mutations and they don't seem to care about it, but that might have changed as my version is old as hell.
I haven't met a randomly spawned NPC that didn't immediately attack or flee on sight with full rat or chimera mutations in the version I'm running, so something was probably changed with NPC tolerances at some point.So I get that Pretty and the other negative ugliness mutations in it's line were changed to have positive visibility so they could be seen on NPCs, but isn't mutation visibility actually a separate factor for NPC reactions? Doesn't that change (https://github.com/CleverRaven/Cataclysm-DDA/pull/36360) reduce/completely neutralize the effectiveness of those traits/mutations since most NPCs actually hate visible mutations?I've never noticed NPCs caring about mutations, because I can have full rat mutations and they don't seem to care about it, but that might have changed as my version is old as hell.
Finally bothered to write up a proper lore document for Arcana. (https://github.com/chaosvolt/cdda-arcana-mod/blob/master/LORE.md)I like it 👍
When it comes to cleaning cities, the easiest way so far, from my experience is to mount couple of machineguns on the vehicle. A single military road block can give you about 10 belts of ammunition. Each belt is 500 rounds of 5.56x45 ammunition. Single burst of mounted M249 is 4 rounds, one burst is typically enough to kill one Z or even a couple if you are lucky. So you can kill about a 50 zombies by using just a single belt.
However, the sanguine shrike NPC, if successfully recruited, can and will cheat the player out of valuables if you've already learned the spells they have available.
and now that INT affects EXP gain in generalPlease elaborate more on this. I've always assumed that skill gain is always focus-based and never depends on intelligence stat. Or if you was speaking about the spell experience, which is the thing specific only to the magic system, then indeed it depends on INT (besides spell difficulty, spellcraft skill level and focus adjusting).
Or they warp out of existence while riding in your megavan and reappear directly in front of the speeding van a few turns later.They still can't confirm that the teleporting NPC bug even exists, huh?
Question about Arcana. Is it currently in a state where you can get along with magic (killing enemies and such) and not have to rely on guns and melee?
I no longer have context for that number. Sounds high, but may not be?As Random_Dragon said, the effects of dispersion are relative to maximum range. If my estimates are correct, the current values make most bows less accurate than the 12 gauge pistol and blunderbuss, the two least accurate weapons in the game prior to this change.
Interestingly enough, I happen to have used a bow for a few months. Not a great shot or anything, but could hit something maybe 15 meters away. Sometimes. It definitely takes practice.
I'm playing the experimental after a longer hiatus with the game and, man, the cars feel nigh-indestructible now. A simple security van can plough through whole cities of zombies without even dislocating a headlight.
Also, stimulants seem useless.
I've played archers more recently than January and not found bows anywhere near that inaccurate. We got the number by testing hit rates at various distances to find the desired value. It should work just fine.Has anyone tested the 12 gauge pistol and blunderbuss to see if they're more accurate than they should be then? Because the numbers all indicate that they're the most comparable to bows in accuracy.
adjust_for_focus is called in player::practice, where most skill training is done, so it affects everything, not just reading and spellcasting.
Hopefully the point system will be gone after 0.E, it isn't all that great for making believeable characters.
Yeah, it does, should have been more clear.
One thing that's been proposed for chargen is this (https://github.com/CleverRaven/Cataclysm-DDA/issues/37869), which I think is quite interesting.
That looks pointless. There's already a freeform option for chargen.Yes, but the proposal here is to have an indicator of how tough or easy the character would be to play when making freeform selections.
Hm, to me hiding the point values doesn't really eliminate the point system, but maybe I misread the proposal.You did, the proposal doesn't just hide the point values, it would make it freeform. The point values would be to just signal a difficulty level to the player.
Now, it would be a lot of work, but I was thinking of the Traveller character generation system. If anything like that could be implemented, it would be truly awesome.I agree, a character creator that at the same time gives a strong sense of character history can be very rewarding.
The concept of "various traits are worth different numbers of points, either positive or negative, and adding those numbers together gives you a number that tells you how hard challenging that character is to play" is simply incoherent outside of an extremely constrained system which we don't have. All the skills are slightly different in value, all the stats are VERY different in value, and traits have shot-in-the-dark values, and to complicate things further, the actual values of all of these things actually depend on what other traits you have, so simply summing them together gives you an almost completely useless number.
-snip-
Forgive me if I'm misreading your post, but that doesn't really appear to me at least to be very much about balance at all, so of course it won't be a miracle solution or make it easier to determine balance.
Reworking everything will be a bit annoying, but overall the cost of doing that is less that the improvement that I think this would be.
Also whoever made it so the max is 14 for stats, I hate you :P
I really loved making mutants with 20 in INT or whatever stat and shit otehr stats.
Forgive me if I'm misreading your post, but that doesn't really appear to me at least to be very much about balance at all, so of course it won't be a miracle solution or make it easier to determine balance.
Reworking everything will be a bit annoying, but overall the cost of doing that is less that the improvement that I think this would be.
Also, I think if the proposal is just to add a fourth standard character generation system, and to drop the current point system to "it's there, but we're done working on it", then it isn't really something controversial.
Personally, I like "gaming the system" with "unrealistic point buying" from time to time. It presents a fixed challenge where I can use whatever skills I have to achieve an optimum solution. But I can see how it suspends disbelief, and isn't perhaps the "best" character generation system.
I believe it's still one of the huge ai gaps. We really should have the ability to shout "run away!" to followersI'd expect one of the initial bugs with that command to be them running in circles/standing still instead of slipping through a gap in a crowd. That's usually how the distraction animals I occasionally chase into town die. That's more of a pathfinding issue though.
Wow, they really purged the mod list of late. Theres... a grand total of 25 left.
Honestly, it sounds like the unmoddening was the right call in this case then.
Honestly, it sounds like the unmoddening was the right call in this case then.I would say unequivocally yes. It lit a fire to get some good mods mainlined, and now a bunch of great concepts that needed work are getting the attention they deserved. I've yet to see an actual downside, aside from drama.
You'd think toilet paper would be more valuable post-Cataclysm, since its a luxury good now, but apparently not. Guess the person who added it hasn't had to use a personal rag-stick before.
You'd think toilet paper would be more valuable post-Cataclysm, since its a luxury good now, but apparently not. Guess the person who added it hasn't had to use a personal rag-stick before.
The left hand is entirely not a myth.
And in the US, corncobs, among other things.
Are we um, going a bit off-topic?It's just bonus accuracy and crit chance. You're less likely to miss and more likely to get a critical hit when you do hit something the higher the bonus is.
Right, so, can anyone explain what the melee to-hit bonus actually does?
Are we um, going a bit off-topic?
Right, so, can anyone explain what the melee to-hit bonus actually does?
Also, it seems water now fills your hunger. Weird.
Also, it seems water now fills your hunger. Weird.
I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.
Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.
Press '@' to look at your status. As long as your weight there is constantly flipping between Normal and Overweight, you are at roughly the perfect median. If you hit Underweight or Obese, you've gone too far with your diet.Also, it seems water now fills your hunger. Weird.
I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.
Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.
I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
This (https://github.com/CleverRaven/Cataclysm-DDA/pull/37849#issue-372792264) was merged, seemingly without any testing. If you have more perception than the contributor that merged it, you might know what (http://www.bay12forums.com/smf/index.php?topic=174824.msg8100620#msg8100620) they neglected.I just tested, that did not occur. Are you sure there wasn't a mutation modifying your perception?
Unless Fast Metabolism and Bad Back are perception mutations now, no. It might just be because I used play now to save time and debugged everything in for testing in any case, so it should theoretically be irrelevant to normal gameplay if it only happens when you use debug installation or whatever it was called to magically stuff telescopes into your eyes.This (https://github.com/CleverRaven/Cataclysm-DDA/pull/37849#issue-372792264) was merged, seemingly without any testing. If you have more perception than the contributor that merged it, you might know what (http://www.bay12forums.com/smf/index.php?topic=174824.msg8100620#msg8100620) they neglected.I just tested, that did not occur. Are you sure there wasn't a mutation modifying your perception?
Thought it was weird I was inhaling alot of food. Probably gave my toon heart disease from all the glazed tenderloins. Has frozen foods had their freshness ticker fixed yet or if I'm defrosting some fish is it gonna instaspoil?Press '@' to look at your status. As long as your weight there is constantly flipping between Normal and Overweight, you are at roughly the perfect median. If you hit Underweight or Obese, you've gone too far with your diet.Also, it seems water now fills your hunger. Weird.
I donn't find it weird. Here, do this experiment next time you're hungry: Instead of eating, drink a lot of water (1.5l-2l). You'll soon find that you're not hungry anymore.
Hunger is a function of your nervous system detecting empty stomach, not actual need for nutrition.
I think I'm started to realize this. It feels like it's taking more food to fill my stomach than it used to. Any way to check more detailed hunger levels? Like calories needed or nutrition needed? I see all these nutrition stats on food now.
For vitamin needs, you need to do the math so it adds up to roughly 100% every day. If you can't stand that, then you can just go into the mods folder and look for the novitamins mod and change the obsolete status from 'true' to 'false'. Don't expect that to keep working though, since obsoleted mods tend to stop working properly after a while.
excuse? we have rails, reliable subways, and hand powered gocarts?They're motorized, but yes. Little carts that you can drive on subway rails. Possibly aboveground rails too, if you have aboveground rails set to generate.
So if I get a blue wound from a deep bite, can cattail jelly be used to fix it? If not, what category of stuff would?
Also likely the first game I've ever played where a shopping cart feels like a superpower.You should look into NEO Scavenger for a place where shopping carts are also a superpower :P
Can you place constructions under vehicles?Last I checked yea. I remember filling in deep holes when they spawned and my tires were in it.
I can't test it because I already walked back. Took a few hours.
When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.Yes, I know that. I was asking about smoking meat.
Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an optionWell, I was asking for specific instructions. Which one is most accessible early game?
When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.Yes, I know that. I was asking about smoking meat.Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an optionWell, I was asking for specific instructions. Which one is most accessible early game?
You can find salt water tiles in swamp squares.When you butcher something, a menu comes up, right? simple, full, dismember, dissect, etc, right? One of the options is field dressing.Yes, I know that. I was asking about smoking meat.Preserving food... Canning, salting, smoking, freezing, vacuum packing... Any others? Turning it into a food that lasts seasons(jerky, pemmican) is an optionWell, I was asking for specific instructions. Which one is most accessible early game?
I'd probably say salting. Cooking 3 lets you turn meat chunks into Meat jerky with just a fire next to some salt water, so it is by far the easiest to set up I would say.
I'm thinking about getting into this game again. Anyone have any suggestions where's a good guide? All the stuff I search is a little outdated.
So I just tried the new canning and the canned fruit is grey (the color of non-perishable food) but the description says 1 week until it rots. Is that 1 week after opening? Or is it rotten if I open it 1 week from now?Once its in the can, it's good until you open it.
EDIT: And while I'm at it, I've begun mass producing alcohol for diesel and chems. However it seems like I will have to chop and down burn entire forests to do this. What is the best fire source? Burning logs, wood scraps? Making a alcohol powered stove? Charcoal?
Also also, how do batteries work? Some say disposable, some don't, but I can't hand crank the non-disposable ones. How do I refill them?
0.E is coming real soon now (https://discourse.cataclysmdda.org/t/0-e-is-coming-release-testing-welcome/22476/4), so if you're able, you should check out the newest build(s) and try to find any issues.
I'm quite confused. I filled up my new truck with diesel and drove it over, but upon trying to fill it up further I get the message "you don't have the necessary items at hand". I have 2 jerrycans full of diesel. I have a rubber hose.The only thing I can think of is that maybe you can't mix diesel and biodiesel? Is that a thing? If so, how do i fix this? I'll edit some code if I have to.
EDIT: It's absolutely not being able to mix diesel and biodiesel.
from my experience playing a naked and afraid on the woods scenario. Fire lasts longer if your churn lots of fuel on it, in addition to the Fire Ring the Makeshift Shelter (and i guess the leaning tree shelter too) seem to help protect the ring from the rain when built right next to it. i survived my nights naked by gathering a lot of long sticks and dumping them on the fire so they would keep burning to the next day while keeping the temperature stable enough to sleep without dying from cold.
also now that someone mentioned having his survivors in the recycle bin. has someone tried living out of a garbage container? it seems we dont have many large containers as shelter in the game. there's some craftables like the pillow fort or the cardboard box but no freighter containers or giant logs of wood (this is new england of course but imagine the log of a giant sequoia being used as hideout).
The second is the unloading of containers. Unless I'm misremembering, (U)nloading should give you the option to store the liquid somewhere else, or dump it, or stop unloading, right? For some reason, it automatically dumps it on the ground. I have a an empty container ready but it just empties it on the floor. Any ideas?Known bug.
Can't clean filthy wearable items such as hip flask. Only tested with washboard so far, so dunno if scrub brush will clean.Use a rag, or a sponge if you want to be fancy.
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.
EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.
EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
Wow, that is some weird unintuitive game design right there. What is the thinking behind adding a mod so you can add a mod?Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.
EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
Wow, that is some weird unintuitive game design right there. What is the thinking behind adding a mod so you can add a mod?Do random NPCs still carry around suicidal weapons like flamethrowers or explosives? I love the idea but don't need to wake up to all my shit burning down one day.A lot of guns don't actually have slots for functional mods, they have a slot for a mounting point to be added instead. So you put in a mod that allows the gun to take mods, which makes gun modding about as bootleg as mounting a laser sight onto a flintlock is irl.
EDIT: Also, why can't I use a battery compartment mod on my makeshift arc welder? Works on my smartphone. It sucks that I need to find medium batteries and constantly swap them to mass produce hydrochloric acid.
EDIT: EDIT: I got a shotgun with a 0/1 grip slot. I have made a grip mod that says "location: grip" and that it is compatible with shotguns. When I activate the grip to add it to the shotgun, it says there are no slots for this mod. Help. I managed to get the brass catcher on and the slot for that filled up.
equiring mods to add certain things makes sense to me (modding yer flintlock, taticooling anything pre-90s, etc), but they really need to be consistent. Likewise, just... somuch is changed without considering what it affects, like working on the sizes for holsters/sheathes without also working on the size of items that go *into* siad holsters/sheathes.
And then there are rail stations... Its been how many months since the buggers where added, the tracks where added, most of the *cars* where added, and the stations even spawn... but not the tracks.
What are some ways to increase your strength? I want to use bows and went high on ranged stats but apparently I need to be a bodybuilder to use anything good.
I did a crackhead start pretty recently, and I didn't even smoke all my starting crack, since the effects of the crack were basically worse to play with than the withdrawal symptoms. Maybe meth is better for you.
I did a crackhead start pretty recently, and I didn't even smoke all my starting crack, since the effects of the crack were basically worse to play with than the withdrawal symptoms. Maybe meth is better for you.
It's more that the withdrawal is worse. Being able to keep it from triggering or go away if zombies appear is kinda the difference between living and dying, as you can barely fight off one zombie while on withdrawal. Plus, the withdrawal mechanics have been revamped: I've never seen a character live long enough to actually break their addiction. It's certainly more than a day, and since you can't even boil water, the risk of dehydration is certainly there.I don't know about that. At first I tried taking crack to keep the withdrawal symptoms away, but soon the depressant effect had stacked up so high that I was constantly falling down. About every thirty seconds, I think. Forget fighting, I literally couldn't walk. The withdrawal symptoms lasted several days, but less than a week. I guess the negative effects from the crack did time out before the withdrawal, so there was a time window where taking more crack would have been beneficial, but by that point I'd already been smashing the wait button for well over a day, and had chucked my crack off the balcony of the apartment building I was hiding in.
They often had 100 rounds in the old versions.
A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
in this new version, turret have infinite ammo?
They often had 100 rounds in the old versions.It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
The 7.62x51mm turret has 1000 rounds.in this new version, turret have infinite ammo?They often had 100 rounds in the old versions.It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
Weren't the bullets turned into rubber bullets instead of the regular ones?The 7.62x51mm turret has 1000 rounds.in this new version, turret have infinite ammo?They often had 100 rounds in the old versions.It was bumped to 1600 rounds (and caliber bumped from 9mm to 5.56 NATO) in 0.D
A common strat for me was to wear uptenth layers of clothing and a good helmet and walking into their range.
The last time I came across turrets in a vehicle at a roadblock, I instantly died. Had reinforced glass and chitin armor too.Reinforced glass is actually pretty bad. It only has 16 damage reduction vs the 28 of regular quarterpanels and the 75 to 80 of heavy duty quarterpanels. It's also way heavier than both types of quarterpanel because they were originally added alongside/after reinforced glass walls, which are 2 m x 2 m in order to fully block passage of a tile, and I don't think anyone's bothered to update it since then.
Two or three layers of armoured quarter panels, I noticed that worked when I ran some over with the army cargo truck, but that was in an old version.
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?Install wing mirrors out the sides and curtains covering the windshield.
I don't think any parts have more than 60% coverage, so blocking LOS is the only guaranteed protection.So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?Install wing mirrors out the sides and curtains covering the windshield.
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?Install wing mirrors out the sides and curtains covering the windshield.
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?Install wing mirrors out the sides and curtains covering the windshield.
This is such cheesy bullshit, I love it.
So how would I go about surviving turrets in a vehicle, while also having some ability to actually see and not take out a few dozen trees and the front of my car?Install wing mirrors out the sides and curtains covering the windshield.
This is such cheesy bullshit, I love it.
Relevant demonstration of advanced AI in action. (https://www.youtube.com/watch?v=e0WqAmuSXEQ)
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.
Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.I believe dpwb spent about a week ripping out all the setting specific stuff and was left with simply forests, rivers, and lakes at the end, so I think those are hardcoded mapgen you can't get rid of.
As to your spoiler-ed last mission:Spoiler (click to show/hide)
Well that sucks because I was wanting to see how hard it would be to try to make something like SCP 3008 where its just a store that goes on forever, but having rivers, forests, and lakes running through it kinda messes up that idea.Does anyone know if you can make a mod that blocks all the game's overmap tiles from spawning and replaces all of it with something else and it not break everything, or am I going to be stuck with forests and rivers no matter what.I believe dpwb spent about a week ripping out all the setting specific stuff and was left with simply forests, rivers, and lakes at the end, so I think those are hardcoded mapgen you can't get rid of.
My one real unfufilled ambition from my mod was to create a static map.There is the odd necropolis city I've run into a few times, which has a static if rotatable layout. Not sure if its still in or not, but it was a pretty hefty sized set piece.
Imagine just being placed into a giant sarcophagus, with unbreakable concrete walls that block progress past it, and a whole town and surroundings in it. It was possible back when I did mod the game, and should still be now.
My one real unfufilled ambition from my mod was to create a static map.
Imagine just being placed into a giant sarcophagus, with unbreakable concrete walls that block progress past it, and a whole town and surroundings in it. It was possible back when I did mod the game, and should still be now.
* Added a small hideout of renegade sanguine shrikes, who Sofia sends you to come into contact with. Talking them into giving you want you're after is an option, albeit this is much harder as a mage hunter character.
* Main quest target can be persuaded via a few different ways, and additionally by talked into trading with you if you want.
* Completing this mission peacefully also spawns another side NPC at the rural church, a minor merchant and likely to be good for sideplot stuff later on.
You could literally fuse 2 working vehicles together with a frame, and then unfuse them when you want. personally i think you could do that with some limited success if you did it to a mega-base and a motorcycle or quad....For small vehicles like motorcycles or bicycles we actually have bike racks and for towing we have tow cables!
but then youd have to 'unhitch' them and that might take time.
* Added Sofia's final mission. This entails investigating efforts to secure a radio station to use its broadcasting equipment, by some contacts of the Cleansing Flame.
* Mission leads to two new NPCs arriving, with some basic dialogue and room to flesh out future plot ideas.
* Also tweaked how many golden scales the main missions give you.
* Increased the faked restock delay from one week to one month.
Maybe this calls for a light flexible 'frame' that can connect two vehicles called a tow hitch? Would be neat to have a survival trailer pulled along behind my truckI'm pretty sure they added tow cables a few weeks ago, but I haven't messed with those yet so I can't say for sure how they work. They probably attach like jumper cables though.
Hm, would it be possible to have the broadcasting lead to Cleansing Flame random generic recruitable NPCs appearing?
So like how the game rarely generates NPCs that can be recruited, this mission unlocks those folks to be more like Cleansing Flame survivors.
If not, giving magic-users as recruitable NPCs in any capacity, based upon the path the player had pursued (or maybe even complementary, to whatever degree possible lore-wise).
If you're looking to branch out, the Desert map could use some love. Not sure many mods would actually work with that map, as even the base game has issues with wanting to spawn things in fields, but not having fields that are legal to do so, then bugging out. Imagine Djinn, magic lamps, flying carpets, and enchanted knives and scimitars!
Despite the issues, it provides a whole new experience, as instead of worrying about freezing to death, the player has to avoid burning up! Going nocturnal is the best best, but the player's sleep cycles are all wrong at first.
My only guess right now is something fucky was happening in how CDDA itself handles regional overlays, and as this was in an older build I'd have to re-test things when I get the chance.Sounds like a manually merged mod to replace the combo is needed.
Sounds like a manually merged mod to replace the combo is needed.
Or perhaps if there's a way to make a mod supersede another mod, you'd just need a compatibility mod that only has a merged mapfile, that would be loaded alongside the other two.
I'm running a version that's about a week old now, but they added the ability to change your height and age in character creation at some point, so you aren't assumed to be a statistically average 25 year old man no matter what anymore. I think your metabolism and weight for any given height changes based on age too? Not entirely sure on that one.
You guys might be joking, but thats exactly what happens in the small towns around me in NE
Beaches and town halls often have old cannons
VFWs have tanks or choppers or even artillery
Some city parks have artillery too
A cannon can be represented pretty well in-game with a chasis (maybe some wheels if you feel generous) and a mounted gun that takes shot. Shot isnt impossible to make at a forge, especially since we can do swords. And if youre feeling spunky, you could let us make improvised shot, or grapeshot, or just fire some rusty nails plugged into the chamber.
Oh, wow, someones been busy messing with the inventory system. Duplicating items, things eating charges when trying to reload (i.e., reload a sewing kit/needle, thread drops properly but charges on the tool doesn't increase), the joy of trying to work out how the hell to empty out yer pockets before changing pants...
(https://cdn.discordapp.com/attachments/166715641812746243/718276180431863868/unknown.png)Totally meant inspiration there, but it sounds legit.
Right, so uh, for the past-few in-game time there was less things to do so I started sleeping before I got the "tired" status but stil at a late time like 11:00, and for more than a few nights it shows I "toss and turn" until I am red in hunger, hydration, and sleepiness, and then the game tells me "You can't sleep" ???
What was the "turn-length change"? I think I stopped playing Cata when that was made, and this is the first I've heard mention of it.
I tend to operate until dead tired just to make sure I get to sleep :PAnd in the game, too.
So the wandering spawns that simulate zombie hordes... Could someone confirm for me whether or not they will start spawning inside your base if you return from a trip? It would be amazing if they somehow coded it to understand what is "inside" and "sealed off" and what's not.
Is there dynamic spawning from monster population pools still? I though devs got rid of this system long ago.I'm pretty sure that's all gone now days, and once you kill all the monsters in an area they stay dead.
https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614 (https://github.com/CleverRaven/Cataclysm-DDA/releases/tag/cdda-jenkins-b10614)
I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
Dunno, will have to get back and test when I next see a drain. I was able to climb up using the > button, but trying to climb down with < did nothing.I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
Just walk off the edge. It'll give you a prompt to either jump down or try climbing.Dunno, will have to get back and test when I next see a drain. I was able to climb up using the > button, but trying to climb down with < did nothing.I've been able to climb up drainpipes, but it doesn't appear possible to climb back down them again. Any clue?Does it complain about there being a ledge or is it saying "you wont be able to climb back up" when you examine the tile?
I did that at the time and there was no prompt. Will try again the next time I'm up a roof.I must be misremembering then. Maybe it was 'e'? Try interacting with the space above the drain pipe like you would a console or a pile of items.
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Currently just escaped from prison, got a steak knife from a house in the woods, and now returned to cut up blankets. Now to remember how to make some thread...
I did that at the time and there was no prompt. Will try again the next time I'm up a roof.Cut it up some more, or disassemble the rags. I think both work. Don't forget the sewing needle!
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Currently just escaped from prison, got a steak knife from a house in the woods, and now returned to cut up blankets. Now to remember how to make some thread...
If you're using the same world every time, you probably got unlucky and it generated a ton of broken shelters.Well, technically I'm using the same world every time, but I reload it every time, so it's basically using a new world.
If you're using the same world every time, you probably got unlucky and it generated a ton of broken shelters.Well, technically I'm using the same world every time, but I reload it every time, so it's basically using a new world.
So, uh, does that mean I'm just unlucky?
Didn't know there were quests for a lab. When did they put those in?Hub01 is a faction added in about a year ago.
This looks pretty good Erk. Speaking of is there any tilesets people will recommend I look at? Not feeling the stuff that comes with the game right now.Spoiler (click to show/hide)
Playing the Military Base scenario spawns you in a fully-stocked military warehouse. No guns (except on the zombies), but enough MREs and water bottles to last several years. Actually makes me think: "Why should I leave?"So you just hold down the wait button until zombie evolution starts spawning things that can knock down the walls?
VANI'm liking the way the vehicles are looking, I'll be cool to see what the rest of them turn out like.
The deadpeople tileset is now found there (and is indeed still worked on) :Stable version still has some bugs apparently. And the experimentals still have introduced some new bugs lately. I'm on 10828 personally and the worst the game is doing is trying to spawn loaded harmonicas.
https://github.com/SomeDeadGuy/UndeadPeopleTileset
That said, as i'm probably going to get a play again, is it recommended to get the latest experimental or is it too broken in its current state and i should get the stable version ?
Stable version still has some bugs apparently. And the experimentals still have introduced some new bugs lately. I'm on 10828 personally and the worst the game is doing is trying to spawn loaded harmonicas.thanks, i'll wait a bit to see if things stabilize.
VANI'm liking the way the vehicles are looking, I'll be cool to see what the rest of them turn out like.
Also it reminds me that I was always disappointed that I couldn't paint my car.
Playing the Military Base scenario spawns you in a fully-stocked military warehouse. No guns (except on the zombies), but enough MREs and water bottles to last several years. Actually makes me think: "Why should I leave?"So you just hold down the wait button until zombie evolution starts spawning things that can knock down the walls?
Is there a replacement for the removed "Simple Nutritions" mod? Preferably one that also does away with the stomach contents / obesity update? I thought about getting back into Cataclysm, and while I can live without most of the mods that got axed, that one is not one of them (together with "no fungals", which luckily still remains).
Thanks, I guess just making a load of wooden frames to work as a replaceable buffer is the way to go. Fuel for the welding torch is gold dust and is the main limiter of progress on the truck, so I was pleased to find a way to improve it that didn't need that fuel.
Checking the logs that's gotten fixed two weeks ago.my save is older than that I think. I have been getting some weird container issues, will have to see if it effects vehicle stuff.
As far as actual hunting goes? The most meat I got was after fighting and killing sewer gators, and it took me a long while to get a butchering rack that I couldn't really do much there. It's generally going to be easier to hunt animals that come to you or alternatively set up traps to catch animals every once in a while. Eventually a long range rifle might be useful, though at that point you might have a decent stash of meat.
Alternatively a good hunting weapon is a fast enough car.
Any idea if the "feet freeze and break off" bug was fixed? I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs. Kinda low with socks, shoes, and blanket. Standing right next to a fire helped: At least then my legs would break and mend repeatedly. Needless to say, I deleted the whole blood thing.
Any idea if the "feet freeze and break off" bug was fixed? I had downloaded the latest version Tuesday, and I had like -130 cold on feet/legs. Kinda low with socks, shoes, and blanket. Standing right next to a fire helped: At least then my legs would break and mend repeatedly. Needless to say, I deleted the whole blood thing.
I've noticed that you get really cold really fast when you are wet. Carry a towel.
I'm looking right left right to these cars
wait.No, the days are not gone so far. The only difference you should see is eventually graphics packs are going to go ahead and incorporate edges on cars better. The left rightness mostly means that the car parts will know their orientation based on the surrounding blocks without anything on the player end fundamentally changing by adding more parts I think.
are gone the days of vehicle oriented tank controls in favor of true left-righmay
maybe it's just because I grew up on older games, but I wasnt inconvenienced or turned off by the tankie controls
Is it just me or did someone nerf the makeshift crowbar MASSIVELY?
Which seems kinda silly, because a crate is going to be nailed together and will most likely have a tighter fit than the gap between a door and its frame...Ah, but game balance comes before realism! ;P
1. Various recipes involving combining science with the arcane to produce exotic weapons, tools, even vehicleparts.
2. Expanded use of essence as a power solution for various processes. Conversion into CBM power, vehicle power, creating essence from other power sources, etc.
3. Bionics content as well, most aiming to do things that should make them reasonably interesting and useful.
4. Further fleshing out of mapgen variant stuff to add a few scattered signs of this cutting-edge science intersecting with the Beyond in some locations, with more planned.
1. Quick butchering has now been set to not require a surface, because being able to butcher a carcass in its own skin is something humans have been doing since prehistoric times, and the tedium this added was a bit much.
2. Toned down the surface requirements for dissection. Large creatures now only need a surface quality of 2, allowing basically any usable flat surface, while small creatures don't need a surface requirement at all. You're not trying to yank out delicious meat, you're poking around for dirty organs and CBMs.
3. As a side effect, this also fixes dismembering zombies. I'm guessing based on this that dissection uses the same qualities as quick butchering, but needless to say you don't need a fancy tarp if all you're going to do is messily hack apart a zed so it won't get back up.
4. Speaking of fancy tarps, added an override for tarpaulins adding surface quality, because the PR that added it to other sheet/tarp items overlooked it.
Well, then I guess makeshift lockpicks are the way to go now.
I guess its the good ole' smashy smashy?
Both forms? I know they made making them out of scrap metal take one, but there was the wire-based recipe still, they do something strange again?Well, then I guess makeshift lockpicks are the way to go now.
Those require a proper hacksaw to make now.
Uhh...care to elaborate?I guess its the good ole' smashy smashy?
I dunno why everyone says the makeshift crowbar doesn't work: I guess they're just not using them properly.
From a gameplay perspective it seems kinda pointless anyway, there's rarely a time when you literally can't afford to smash in a window.
Iirc, and I may not, the new prison was designed to always have the things for making lockpicks spawn somewhere.
I started in a dark prison kitchen, but it was easy to smash my way out as the doors weren't the secure kind.
From a gameplay perspective it seems kinda pointless anyway, there's rarely a time when you literally can't afford to smash in a window.Wait, so have I been playing this game the wrong way the whole time?
Well, then I guess makeshift lockpicks are the way to go now.
Those require a proper hacksaw to make now.
Well, then I guess makeshift lockpicks are the way to go now.
Those require a proper hacksaw to make now.
Because as we all know, you can't just bend small metal bits by hand.
Well, then I guess makeshift lockpicks are the way to go now.
Those require a proper hacksaw to make now.
Because as we all know, you can't just bend small metal bits by hand.
Well, realism and difficulty are identical, remember.
I'm glad for that. What about lighting, though? The main issue I recall seeing was that you almost always spawned somewhere dark, with no sign of firemaking tools anywhere in sight, so even if you could get materials you were instantly softlocked by being unable to craft.When I last played, you could reach the visiting room just by smashing doors, and it would have a window so you could craft by sunlight. However, you'd need to somehow get past two security robots in the lobby.
realtalk: cataclysmdda would benefit massively with each dev cycle(a letter release) having a distinct focus for all contributions that will be made during the time, it would reduce the consistent shitstorms that never go away imoThat's a fun idea, but it's not even vaguely related to how development on a project like this works. It's like saying "Realtalk: cars would get way more gas mileage if they always drove downhill."
realtalk: cataclysmdda would benefit massively with each dev cycle(a letter release) having a distinct focus for all contributions that will be made during the time, it would reduce the consistent shitstorms that never go away imoThat's a fun idea, but it's not even vaguely related to how development on a project like this works. It's like saying "Realtalk: cars would get way more gas mileage if they always drove downhill."
Do pinecones do anything anymore? I remember you used to be able to get pine nuts from them.You can throw 'em at zombies to annoy them.
Do pinecones do anything anymore? I remember you used to be able to get pine nuts from them.
Wow. I gather you've never tried to eat cambion.Why are we eating half demons?
Why try to eat Marlin's when you could eat MerlinFresh with that wizardly zest!
You could try, you know, complaining about things that are true. I would not generally recommend assuming random_dragon is accurate in these sort of claims. (eta: it appears even random_dragon realized this)Random dragon asked a question. I see you've been attending the Kevin school of public relations...
How is disease working in the newest versions? Even simple colds used to be a player-killer a year ago or so. It was frustrating to starve to death because I couldn't even stand up to prepare a meal.
Have they changed the severity of or contraction rate of the diseases recently?
Meanwhile in Arcana...first steps toward mod_tileset work for Ultica:
(https://cdn.discordapp.com/attachments/699896174156709930/745822733106937876/unknown.png)
The four essence types, of course.
The Four Elemental Pixels
So, I tried this thing!Agreed, it's miserable. There's been a gradual push to improve, but it's slow. By the time people know enough to fix the ux, we've grown accustomed to it and have to work against our own self-interest and sacrifice motor memory for the greater good.
First impressions from a new player:
1. The interface is horrible. And this is coming from a Dwarf Fortress player. Nested menu upon nested menu. An entirely separate system and keybinding for construction compared to item crafting. Not to mention one of the most commonly used keybindings for crafting is a highly inaccessible keypress (&). Hidden functions within the construction menu (*) which aren't intuitive, such as chopping trees or logs, when most other interactions use the interact key (e).
2. Horrible documentation. The wiki's a neglected wasteland. The separate site for item searches regularly throws 500 server errors.Not sure what's up with the wiki. It always surprises me that nobody makes any effort to update it.
4. I love the cooking system! So many ingredients, with options to farm them, scavenge from the ruins of civilization, hunt or gather your nutrition. Plus, item decay! Unlike so many other survival games which allow food to remain perfectly preserved, this actually forces you to use the stuff you find or face it turning to rotten garbage. By far the best cooking game simulator I've played recently.We've got more in hopes for all that stuff too, like more granular decay based on storage. Some day we'd even like some sort of flavour profile system.
5. The crafting system is unbalanced. Some clothes can be disassembled, others can't. Some return full resources, others only partial amounts. Some return completely different resources than the stuff you used to craft it. It's obviously been created by multiple different designers, each with different levels of commitment and design philosophies. Really needs some polish and standardization. Give all clothing items the disassemble option for half resources, for example. The hodge-podge currently on offer looks like an abandoned project where someone just said "Good enough!" and shipped it as is."balance" isn't expressly something we're going for as such but the things you're describing are all parts of constant auditing efforts. If you'd like to help fix some of the ones you've noticed, it's a pretty enormous ongoing project with a very low entry barrier :)
6. The recipes themselves need a good look over for consistency and logic. A chest wrap has 0.5 L volume, 0.14 lbs weight, and takes 1 minute and 9 rags to create. A single rag has 0.25 L volume and 0.18 lbs weight. Why would anyone ever use the bundle of rags item when they can store nine rags without losing string and somehow break the first law of thermodynamics in the process? Don't even get me started on a 0.18 lbs rag being crafted with 80x 0.11 lbs thread.
7. Combat's pretty deadly for a new character. I figured out early in my first few games to avoid confrontation and spend time grinding skills and gear instead. Hopefully I'll experience more interesting stuff later once I have a character that can survive anything more hostile than a stiff breeze.This is by design, but I'd like NPC interactions to help to teach more about what to do to keep safe.
8. The skill system is a grind, and also easily gamed. Ranks come quickly by repeat crafting items at your current level. For tailoring, I just picked a cheap recipe that I could disassemble for full returned resources and pumped them out. Presto, rank up! Only cost is time, meaning the game creates an incentive to hole up for the start of every game in a safe location and grind skill ranks instead of challenging the map.We're hoping to have the new system in place for 0.F stable, or at least the bones of it. The overall plan is too big to summarize, but basically we want to make the "skill" levels much slower to gain, and add lateral, often easier to gain, "proficiencies" that represent more specific individual knowledge bases (eg. 'carpentry' or 'blacksmithing'). As well, we're adding 'practice' actions which automate the process of crafting/uncrafting the same recipe, so that rather than paying in keypresses and patience you're primarily paying just with in-game time. This plays into the overall design goal of, yes, incentivizing holing up and grinding - which you might in fact do during an apocalypse - but dramatically accelerating that downtime, watching a week of supplies run out ideally over minutes as you do various semi-background functions. I don't know if you're aware that the world progresses in your absence as well, with zombies becoming more dangerous the more you sit and let them evolve.
9. I don't really care about tile sets, and play the game just fine in ASCII format. Shame that so much time and energy gets spent on features that add nothing to the game for me.To each their own, the tiles version is downloaded something like 10 times as much.
Closing remarks: I wouldn't recommend this game to any of my friends. I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations. Still, the game has a lot of potential, and I hope the development team can fix some of the more glaring errors in the design over simply adding window dressing. Also, great cooking system. Top marks for that.I suspect there's a fair bit of depth you've yet to explore: I remember telling my wife after a week or so that cdda was an interesting game but I was about done with it. As for "window dressing", the core contributors alone are around 30-40 people, so fortunately a couple of us can work on display and art while others adjust design or optimize code. However, it's never likely to not be a hodge-podge of work from hundreds of people, I suppose that's what makes it so fun to develop.
I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations.No! You shouldn't be satisfied until your hospital-abandoned 4-strength weakling crafts himself an armoured deathmobile camper in which to scour the land far and wide, searching for parts, recipes, and cooking ingredients in order to become an Alpha-mutated superhuman cyborg (that dies from one lucky shot anyway).
...should have gone Medical.I probably won't play it again once I've satisfied myself that I can build a successful character and have them survive in most situations.No! You shouldn't be satisfied until your hospital-abandoned 4-strength weakling crafts himself an armoured deathmobile camper in which to scour the land far and wide, searching for parts, recipes, and cooking ingredients in order to become an Alpha-mutated superhuman cyborg (that dies from one lucky shot anyway).
Afaik gun store spawns haven't changed, it's meant to be the US after all.
A few new buildings were added earlier this year and some other city/town building spawns might have been tweaked. If average city size hasn't been increased and gun store spawns weren't changed, then the new buildings are probably pushing out gun stores by decreasing their relative spawn chance.Afaik gun store spawns haven't changed, it's meant to be the US after all.
American towns have a proper gun store and potentially one or two sporting goods type stores that also sell guns. Even a town of a couple thousand could potentially have more than one gun store and maybe even one more between one town and the next. This is true in a lot of places including the New England states where Cata is set.
So I've finally started a character on 0.E-2, and initial impressions aside (more questionable design choices but the motion tracker and expanded chem stuff are cool), I've got a question: was something done to gun store spawns? I'm on day 79 with city size 12/distance 4, I've fully explored one of those large cities formed by a couple towns mashing together and parts of two others as well as a scattering of small towns... and I've found one gun store. Literally only one. It was the variant with no loot, broken vending machines, and a half-destroyed barricade at the back to boot. I know (and am glad) that building spawns were tweaked ages ago to make a semi-sane ratio of houses to stores, but none of the other stores or special buildings are having trouble spawning. Hell, I've found more dojos this run than gun stores.
So basically the only guns I have are the random pistols and Remington 870s from zombie spawns, MP5A2s from robbing police stations, and a small mountain of M4A1s (plus one or two each of the rarer soldier zombie drops). It's not really a big deal right now because I tend to go pure melee while ramping up and only swap over to guns in lategame anyway (in particular after I have decent stocks of ammo and have found a Taekwondo book), but at this rate I'm just going to stick to Ninjutsu cheese forever.
I guess it fits that I'm just using a knife and a Luger since this character was supposed to be a Mio Honda Steppin' Through the Apocalypse meme anyways.
So I've finally started a character on 0.E-2, and initial impressions aside (more questionable design choices but the motion tracker and expanded chem stuff are cool), I've got a question: was something done to gun store spawns? I'm on day 79 with city size 12/distance 4, I've fully explored one of those large cities formed by a couple towns mashing together and parts of two others as well as a scattering of small towns... and I've found one gun store. Literally only one. It was the variant with no loot, broken vending machines, and a half-destroyed barricade at the back to boot. I know (and am glad) that building spawns were tweaked ages ago to make a semi-sane ratio of houses to stores, but none of the other stores or special buildings are having trouble spawning. Hell, I've found more dojos this run than gun stores.
So basically the only guns I have are the random pistols and Remington 870s from zombie spawns, MP5A2s from robbing police stations, and a small mountain of M4A1s (plus one or two each of the rarer soldier zombie drops). It's not really a big deal right now because I tend to go pure melee while ramping up and only swap over to guns in lategame anyway (in particular after I have decent stocks of ammo and have found a Taekwondo book), but at this rate I'm just going to stick to Ninjutsu cheese forever.
I guess it fits that I'm just using a knife and a Luger since this character was supposed to be a Mio Honda Steppin' Through the Apocalypse meme anyways.
It could be that the mashup of towns overwrote the gunshop spawns with something else. Say each town is supposed to generate with a gun shop, and three spawned overlapping, and the gunshop portions of 2 out of 3 got overwritten. I've generally seen one per large town. Small ones generally don't generate gun shops...which means it's New England, not other rural parts of the US where every other small town has at least a small gunshop. Plus Walmart sells guns, and they're all over the place.
proficiencies, are arbitrarily at a point now where they could pretty much just be done as is
ya know that is weird, can you actually select profeciencies during chargen? Haven't played much of a version WITH them to say.
When I say I'm done, I mean I'm done the stuff I am capable of doing
So adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?
Let us be one with the chill.
QuoteSo adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?
Says the guy that can't code anything and is always trying to get shit implemented for him. Someone is salty... X)
It doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.QuoteSo adding proficiencies you can buy in chargen, and handing out the growing list of proficiencies for absurdly specific things to professions that should know them is beyond you?
Says the guy that can't code anything and is always trying to get shit implemented for him. Someone is salty... X)
Pretty sure Erk is an artist, not a coder. Seems a bit unfair to expect them to be both.Alright, to be fair, Erk probably would have been kicked out of the dev team for "slowing development" or whatever other excuse they would have come up with if they went looking for answers to the degree that I had initially hoped for when they took over as community manager here.
Afaik the initial presentation of proficiencies checks and updates craft time if you gain proficiency mid craft, but I haven't checked it myself. When I say I'm done, I mean I'm done the stuff I am capable of doing, which is adding proficiencies to recipes. Although I've actually taken some time to learn enough to add them to a few hard coded activities as well.Ah, the Kevin style of cata development:
Ah, the Kevin style of cata development:
"I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"
Afaik the initial presentation of proficiencies checks and updates craft time if you gain proficiency mid craft, but I haven't checked it myself. When I say I'm done, I mean I'm done the stuff I am capable of doing, which is adding proficiencies to recipes. Although I've actually taken some time to learn enough to add them to a few hard coded activities as well.Ah, the Kevin style of cata development:
"I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"
The proficiencies seem to over complicate things, and looking at discussions on GitHub they seem to want to make the blacksmithing one something you can't learn in game and that doesn't make since to me.
It doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.They ought to be, I was recruited for and spend all my time doing JSON stuff, when I'm not drawing pixel art.
You code first implementation yourself, ignore the prerequisites, then demand other people finish it.I didn't code first implementation, anothersimulacrum did (and did a great job of it, the whole thing has gone in incredibly smoothly with very few bugs). There are plenty of feature we consider important and still have on the docket, like selecting starting proficiencies and having books provide proficiency boosts. Those are all clearly posted in the plans for things. I'm adding the actual proficiencies and applying them to recipes, and that's the thing that I feel is at a point now where I can arbitrarily call it finished for stable. This was a project that, from the very inception, was conceived as a group effort and has continued that way, with esotericist and curstwist joining in on some of the extra features because that kind of teamwork is why we all enjoy working on this. Your assertion completely misses the entire way the cdda project functions and remains afloat, and manages to be condescending and insulting while doing it.
Is it too much to ask to just have some actual BENEFIT to proficiencies? Not just from a player's perspective, but a modder's one. I'm not really all that eager to actually make use of the ability to add custom proficiencies to magic stuff, for example, if all I can do is make the recipes more tedious for characters that lack them. :/If you can't see any uses for a way to make recipe time and failure rates flexible based on character details, or to gate or streamline access to wide fields of craftable items based on stuff like completing quests, then I can't help you.
You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.QuoteIt doesn't really change that Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.They ought to be, I was recruited for and spend all my time doing JSON stuff, when I'm not drawing pixel art.
As to the personal attacks, it had been nice that this thread for the last dozen or so pages had been talking about the game and what's going on in it rather than your personal dislike for the devs or your opinion on whether or not I need to know c++ really well to work on the content and draw tilesets (seriously?) If you didn't like the way cdda was going five, three, or one year ago, yes: you will continue to not like the way it is going. We're just going to continue adding stuff that we enjoy playing, and our concepts of fun are clearly very different. You could try checking out Coolthulhu's fork. It's not at all what I'm into but that would be a selling point for some folks.
You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.I'm not sure what questions you feel I haven't been able to answer. Generally I know what's going on with game development as well as anyone (less so since covid decimated my hobby time), and while I don't code major features in C++, I can't think of anything complex about the code itself I've even been asked here.
Not sure you can really talk about five years ago either, seeing as you've only been with the team for two.
I took a screenshot of that "NPCs teleporting into another map tile on map update" (http://www.bay12forums.com/smf/index.php?topic=149157.msg7998250#msg7998250) thing last year, and I didn't get a response. Not even sure if that's fixed at this point, since you had initially replied to a previous post saying you were unable to replicate it and then you just disappeared for a few months.You signed on as community manager by starting this thread in continuation from the previous one. Being unable to answer fairly basic questions is kind of a big deal unless you stepped down from that role without telling anyone here.I'm not sure what questions you feel I haven't been able to answer. Generally I know what's going on with game development as well as anyone (less so since covid decimated my hobby time), and while I don't code major features in C++, I can't think of anything complex about the code itself I've even been asked here.
Not sure you can really talk about five years ago either, seeing as you've only been with the team for two.
As I recall, I shared your post with some of the other devs, who fixed that bug shortly afterwards (https://github.com/CleverRaven/Cataclysm-DDA/pull/32977). Sorry I didn't get back to you about it, but that seems like an odd thing to hold against me so much that you feel it's important to target me personally over a year later.I actually didn't remember that one until I saw it while searching through my old posts. Not sure why you feel like this is personal either. If someone else was the community manager, it'd be them getting my complaints.
"community manager" isn't really a thing, I'm just the only developer still willing to engage with this particular group of players despite stuff like ... Well, like this.No that was, 'complaining about the community manager not fulfilling their role', which was very much not neutral. But if you're saying that you have actually never been the community manager for CDDA here, then there's not really anything else to say besides, "Sorry for the trouble."
I'm not sure how to interpret stuff like "It doesn't really change that Erk's code diving skills seem a bit sparse for a dev" as anything other than a personal dig? You called me out and then over several posts elaborated on what you perceive as an inadequacy, and then clarified that it is apparently over something from over a year ago that you didn't actually remember. What's your game here? Is this something you consider a normal, neutral interaction with someone?
As to the personal attacks, it had been nice that this thread for the last dozen or so pages had been talking about the game and what's going on in it rather than your personal dislike for the devs...
I generally try to avoid responding to random_dragon...
isn't implemented in any way properlyWhat do you feel is implemented poorly? For the most part I've had very positive feedback since I cleared up some of the stacking issues, with the exception of a small amount of basically useless feedback like yours that "it sucks and isn't good fix it". If you give me something actionable, there's a chance I can improve it if I haven't already got plans to.
damn lotta salty bitches in the threadSeems to come with the turf.
I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.You use more materials in general if you don't know what you're doing. They're also a new feature so we're still playing with other things, like making you burn fewer calories if you're more experienced and efficient.
EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.
Thus, leading to a problem with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.not just the lead. I don't think you could find a single core contributor that would agree with a more rigid dev cycle.
HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.Some variant on most of that stuff is either in already or planned, but the crafting changes are big paradigm shifts requiring a lot of work in JSON and c++ alike. Full integration of a new feature into every aspect of the game takes a long time and just physically can't be done in one go.
Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.
I guess I don't really see why proficiencies need to be a seperate mechanic from skills, when they both represent the same thing. Why not just have skills for all the things you're adding proficiencies for? We already have seperate skills for things like rifles, submachine guns, and shotguns.
It seems a little bit like needless mechanic bloat when we already have a mechanic to do that.
I mean, he's not wrong. Proficiencies as they exist essentially act to make things take longer without any real mechanical benefit. Making an item with a proficiency is only just about faster than not, there's no mechanical reason to get proficiencies over making do without.You use more materials in general if you don't know what you're doing. They're also a new feature so we're still playing with other things, like making you burn fewer calories if you're more experienced and efficient.
EDIT: I view it this way, looking at Rimworld's Vanilla Expanded mod set. Everything the core mods add, they have a purpose. If they add a system, they have at least one or two things said system has for benefits over something else, + they usually are able to tie it into their other mods in order to make an overall better product.
Thus, leading to a problem with the development cycle that cannot really be fixed without a total overhaul of the project structure, which is something the head does not necessarily wish to do.not just the lead. I don't think you could find a single core contributor that would agree with a more rigid dev cycle.[/quote]
HOWEVER, I would also additionally want there to be a reason to want to get said proficiency. Perhaps having a proficiency in firearms means that one can modify their weapon with less skills than what's stated on the mod itself? Perhaps a proficiency in tailoring -or whatever granular thing is being used- lets you modify clothing and repair it for less material, showing that your character is proficient in tailoring and the ability to stretch fabric without losing quality. And obviously add in taking a proficiency at chargen.Some variant on most of that stuff is either in already or planned, but the crafting changes are big paradigm shifts requiring a lot of work in JSON and c++ alike. Full integration of a new feature into every aspect of the game takes a long time and just physically can't be done in one go.
Stuff like this would obviously take time, however it would make me feel less anxious about seeing the fact that the system is ready for stable and that you're ceasing work. Because as it stands, the system does indeed simply exist to make things take longer in an attempt to balance crafting times.
In general proficiencies add a ton of value, unless you expect crafting to behave as it did when it was broken.
So, how long is it until proficiencys really come into play? I mean any one can jam a sharp piece of metal onto a stick, but not everybody can, I dunno, pound out a sword. Around when does that happen? And what can we do to conpensate for it?
we'll have at least some way for books to help limit the penalties it you lack a proficiency as well.
Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.I assume from your answers that you don't actually know anything about how proficiencies work in game.Quotewe'll have at least some way for books to help limit the penalties it you lack a proficiency as well.
This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
I mean, you may not know how to tailor but you can certainly get the basic concepts without a proficency in it.Right, I fully agree, that's why proficiencies are pretty much never required.
Hence my earlier suggestion of items to represent lesser quality items, or hell decouple items just enough to allow 'shoddier' versions of items to be created when you make something.I do actually have an outstanding issue for just this, and some big projects ongoing to start doing it. It's huge though, because to some degree each item, or at least item class, needs information on what quality levels do, with upper and lower bounds on stats. There's something like eight thousand items in the game. That's not even looking at actually getting the code.Spoiler: Wishful dreams (click to show/hide)
If someone plays stable, proficiencies aren't in game. I assume from your answers you don't know anything about how basic respect works in real life.Further gamification (do x task, receive x benefit, always) will never lead to a more 'realistic' simulation of this universe.I assume from your answers that you don't actually know anything about how proficiencies work in game.Quotewe'll have at least some way for books to help limit the penalties it you lack a proficiency as well.
This game has become an accurate representation of a post-apocalyptic bureaucratic hell, where the only thing between you and survival is a paperwork certification that yes, you are allowed to make thing.
What do you consider a fail state requiring change here?
Man, as has been previously pointed out, I am not paid sufficiently to sit around being sniped at and still pretend I'm here for customer service. I haven't said anything particularly rude to you nor damiac, but I am also not obligated to politely address your every concern when you don't show me the same basic courtesy. I'm not here to debate you, either: this will (again) be my last response to either of you for the foreseeable future. I have no interest in having a boring, unpleasant conversation explaining myself to people who don't actually want to hear the answer, and are in fact only looking for further ways to take digs at me. This is my hobby time, and you actively work to make it less fun.That's fine, you don't usually get devs to come into forum threads for most games, and the few that do show up just spew marketing garbage. So it's nice, in a sense, to see the real mindset of the dev team is just as toxic as suspected.
-snip-
That's fine, I don't have much else to say on the matter either. We're not obligated to come to an agreement or anything.-snip-
Honestly I've spent way more time trying to write a post before realizing that I'm basically going to restate a point about a restructuring of development.
Let me instead digress into another topic.I'll admit I'm puzzled and a bit unhappy that you feel that way. I was under the impression we were having a fairly interesting talk. Is there something I've actually said that you're responding to here?
your attitude is really turning me off of wanting to continue, it's a real obvious trend with the cataclysm 'devs' that shows up anytime negative critique happens, one that boils down to:
- I'm not paid
- I'm doing this for fun.
- Stop being mean.
And yeah that's maybe not 100% accurate however that's what it seems to be and it all gives the impression that any critique of the game is by people who just want to be assholes to be assholes.Your first two points are completely accurate and are like 95% of what's relevant. The last point is a bit of a misrepresentation. I don't care if people are mean, I'm just not under any requirement to be nice back, or to offer any response at all.
You really aren't helping this image, like I've been generous in my readings of your words but you just... You seem to be taking things too personally based on your written language. If you're not enjoying this and don't want to act as the liason of the devs implicitly, then... no one's forcing you dudeAgain I'm mostly just confused by this. About the only thing I take personally in this conversation is being accused of being an alt, or told I don't know anything about the game. Again: I just told you I was here because I was enjoying our conversation . That's not code for anything.
I've mentioned before that catadda really needs dedicated community outreach people BECAUSE of issues like these, where the devs feel a far more intense response to critique to their own work when they go into the community at large. It's a common issue in a lot of indie devs, I'm sure you can find any number of examples of indie dev lashing out at fans who dislike their game bc instead of having a neutral -company- person handle the community stuff.So first, again: there is no fail state here. In fact this is the only community i would say this is even a problem in, and I don't mean to be unkind when I say that's a complete non-issue. No aspect of cdda development revolves around how salty the Bay12 thread gets, I am literally the only contributor that still checks in here.
Ah, the Kevin style of cata development: "I've implemented all the downsides to my weird changes that literally nobody wants. Good enough, everything is broken now, which is realism!"
Are you SURE you're not kevin's alt?
Kevin and his crew have a history of driving away anyone who doesn't agree with his vision of a fun free and tedium infested "game".
seriously though, it's like Kevin is Brian Griffon in that episode of Family Guy where he takes Stewie's ADD meds
You code first implementation yourself, ignore the prerequisites, then demand other people finish it.
Erk's code diving skills seem a bit sparse for a dev. I mean, I haven't asked about anything in ages because I don't expect them to have the answer for anything that isn't just surface code.
They're being ganged up on because at this point Erk has demonstrated he is completely incapable of acting respectful towards anyone who has even the slightest criticism of the game and its dev practice. Iceblaster was by far the most polite of those here and Erk still can't accept any feedback from them without lashing out blindly.
I've held back on saying anything for a couple pages now because I find it too easy to get heated over it, but this attitude is entirely why the thread is so regularly argumentative. The few developers willing to actually talk to the community are about as capable of acting mature as I am. :v