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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1879917 times)

GrizzlyAdamz

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10785 on: March 10, 2014, 03:04:16 pm »

Jus smashing crates destroys the contents. Did you debug your way in to check the item contents before making boomskies?


snip

:) THANKIES.

Er...so where do I find the fix? Should I just re-download the full game? I don't have any living characters right now, so its not a big deal if so.
I'd say download the new version, or manually edit the mutations json with a bunch of 0-point mutations with MUTCAT_BEAR on'm. More the merrier, to influence results, (his following post explains how they're weighted).
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joemoben

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10786 on: March 10, 2014, 05:05:55 pm »

Jus smashing crates destroys the contents. Did you debug your way in to check the item contents before making boomskies?
Smashing will often leave items fine.

Also, playing Kaufman, I've found a few things. First of all, found a survivor house, that had multiple survivor zombies and was heavily barricaded. It was a pretty nice addition I think. Also, saw my first Jabberwock since that one update where they spawned every 10 feet. They were manageable for me then, but this one was heavily resistant to field point arrows unfortunately.
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Something about this game makes me wonder why God lets it exist.
Say, if you give birth on a ranch and then murder your baby will a corpse drop be guaranteed?

Gunner-Chan

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10787 on: March 10, 2014, 05:14:59 pm »

Been playing around in this again with varied start locations and options, and I noticed something that seems... Off to me.

If you end up in a situation where you're really, really limited on equipment. (In this case, shower victim + low item spawn rate) it's maddeningly hard to come up with a knife, which is the root of all other handmade emergency things survival is good for as a skill. Why is it that a stone knife needs something you need access to a knife to make anyway? You'd never make one with the way it's set up unless you found a sewing kit while trying to get clear of zombies.
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scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10788 on: March 10, 2014, 05:19:35 pm »

Fortified houses are awesome. All the necessities in one neat, easy to defend package.

Also, a Quick Psychopatic Black Belt in Krav Maga is hilariously lethal.



Been playing around in this again with varied start locations and options, and I noticed something that seems... Off to me.

If you end up in a situation where you're really, really limited on equipment. (In this case, shower victim + low item spawn rate) it's maddeningly hard to come up with a knife, which is the root of all other handmade emergency things survival is good for as a skill. Why is it that a stone knife needs something you need access to a knife to make anyway? You'd never make one with the way it's set up unless you found a sewing kit while trying to get clear of zombies.

I think there should be an option to rip clothes. It could make a rag, but it would be much harder to not end up with useless ribbons.

Also, now that certain clothes are foldable, how about zippable/buttonable clothes that would change the warmth? It wouldn't have to be a lot of items, just stuff like Winter Coat, Trenchcoat, or Leather Jacket.
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10789 on: March 10, 2014, 05:22:38 pm »

You can make a stone knife easily.  Find 2 rocks (one to function as a hammer, the other to act as the chiseled blade).  Smash a window for a heavy stick and long string, which can be disassembled into short strings without using any tools.  You now have all the components to make a stone knife.

From there you can smash the evac shelter's door and benches to get splinters and make a wooden needle, using the previous string disassembled into thread, and then start sewing stuff.

scrdest

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10790 on: March 10, 2014, 05:30:33 pm »

Oh yeah, and while we're at tailoring stuff: while there are cotton, leather and fur trenchcoats, the wonderful land of wool coats remains unaccessible in the grim darkness of the cataclysmic future. I think they are as ubiquitous as cotton ones, and there already are clothes made of wool, so their absence is somewhat conspicuous.

EDIT: Herp derp, I forgot Peacoats are a thing. Don't seem to be craftable with 10 tailoring, though, which is why I didn't notice. Oh well, time to mod in sheep and wool, I suppose.
« Last Edit: March 10, 2014, 05:32:54 pm by scrdest »
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We are doomed. It's just that whatever is going to kill us all just happens to be, from a scientific standpoint, pretty frickin' awesome.

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10791 on: March 10, 2014, 05:33:51 pm »

I'm really not certain why we haven't moved to modular crafting types.  Cloth, Leather, Fur, and even Kevlar, could all be listed as 'fabric' and when crafting an item you'd simply select '10 of the same fabric'.

i2amroy

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10792 on: March 10, 2014, 05:36:30 pm »

I'm really not certain why we haven't moved to modular crafting types.  Cloth, Leather, Fur, and even Kevlar, could all be listed as 'fabric' and when crafting an item you'd simply select '10 of the same fabric'.
Nobody has put in the time and effort required to do it yet, combined developer attention is a fairly small pool to draw from. :P
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It would be brutally difficult and probably won't work. In other words, it's absolutely dwarven!
Cataclysm: Dark Days Ahead - A fun zombie survival rougelike that I'm dev-ing for.

Greiger

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10793 on: March 10, 2014, 06:54:53 pm »

I extracted a minireactor from a bubble car and decided to attach it to the universal crafting bench built into my safehouse.

Holy crap is that a lot of power in a tiny package.  I don't remember exactly how many storage batteries I have in the thing but I put 5 plutonium in the reactor and started it up and it filled every single one of them damn near instantly and hasn't even fully used up 1 plutonium yet. 

There's gotta be a downside to this thing.  Should I move my bed farther away from it or anything or is it going to spontaneously explode like a sim city nuke plant in a few days?
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10794 on: March 10, 2014, 06:59:13 pm »

The main drawbacks on the minireactor are trying to find plutonium, and finding the minireactor itself!

I'd be interested in knowing the exact conversation rate though, how much plutonium becomes energy, and how different sized engines and alternators produce electricity.

Bouchart

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10795 on: March 10, 2014, 07:01:04 pm »

Why have so many animals dropped dead all over the place?  Large ones too, like wolves and deer.  Seems to be a problem with the new version that wasn't present in the earlier one.
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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10796 on: March 10, 2014, 07:02:33 pm »

Why have so many animals dropped dead all over the place?  Large ones too, like wolves and deer.  Seems to be a problem with the new version that wasn't present in the earlier one.
I've been trying to determine if acid rain is causing mass deaths while you sleep.  I've also noticed that my Heavy Survivor suit protects me from acid rain, it keeps telling me so when it starts, but I still incur just as much pain, and mood for being wet.

Bouchart

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10797 on: March 10, 2014, 07:22:01 pm »

Acid rain doesn't cause damage, and doesn't leave pools of acid like they did in the last version.
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Blaze

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10798 on: March 10, 2014, 07:24:30 pm »

The main drawbacks on the minireactor are trying to find plutonium, and finding the minireactor itself!

I'd be interested in knowing the exact conversation rate though, how much plutonium becomes energy, and how different sized engines and alternators produce electricity.
A minireactor changes 1 plutonium unit into approximately 100,000 battery charges. It does take time to do so though.

The reactor stops consuming plutonium once all batteries on the vehicle are full, any "extra" energy is lost (Say if you gain 100 energy per turn but could only hold 90, you'll lose the extra 10).

A reactor can hold 10 units of plutonium. That's approximately 1,000,000 units of energy; enough to fill 20 truck batteries.

Alternators exchange a small amount of gasoline for battery power as long as the engine is running. It's hard to give an exact estimate, but a motorcycle alternator is about 6 times more effective than a solar panel.
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Gunner-Chan

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #10799 on: March 10, 2014, 07:36:41 pm »

Acid rain doesn't cause damage, and doesn't leave pools of acid like they did in the last version.

Wait.

So you mean I ran out over books I left in the middle of a school yard for nothing then.

Fffffffffffff-
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