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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1889773 times)

Sean Mirrsen

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11190 on: March 25, 2014, 12:53:53 am »

An alternator shouldn't convert gasoline to electricity. It should convert the act of the motor running, into electricity. I was thinking of coding in bicycle dynamos that could be mounted on wheels.
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Multiworld Madness Archive:
Game One, Discontinued at World 3.
Game Two, Discontinued at World 1.

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Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11191 on: March 25, 2014, 12:59:38 am »

The idea is sound.  You have a steam boiler, which converts wood/charcoal into pressurized steam while the boiler is running.  The pressurized steam would count as an engine that's always turned on, reducing the pressure levels as time goes on, while also reducing pressure to run an engine.

Hmm, I think it'd need to be a fuel container and a device to actually work right.  It contains the steam, and acts a device because it reduces steam while 'active' and would always be active.

jocan2003

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11192 on: March 25, 2014, 02:45:48 am »

I can see it now.

Tom Johnson, just a regular guy before everything went to hell. Stuck walking along the road, but, for some reason, everything seems too quiet. All of a sudden out of nowhere a 2 and a half foot tall guy with a huge beard, chugging alcohol screams by at well over 800 MPH on a fucking shopping cart, leaving Tom there, wondering what the hell he just saw and questioning his own sanity.
Well its the closest i could find since no artist stepped forward.

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WhitiusOpus

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11193 on: March 25, 2014, 11:36:00 am »

I can see it now.

Tom Johnson, just a regular guy before everything went to hell. Stuck walking along the road, but, for some reason, everything seems too quiet. All of a sudden out of nowhere a 2 and a half foot tall guy with a huge beard, chugging alcohol screams by at well over 800 MPH on a fucking shopping cart, leaving Tom there, wondering what the hell he just saw and questioning his own sanity.
Well its the closest i could find since no artist stepped forward.

Spoiler (click to show/hide)

My god. It's... Wonderful...
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Steelmagic

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11194 on: March 25, 2014, 11:43:17 am »

I can see it now.

Tom Johnson, just a regular guy before everything went to hell. Stuck walking along the road, but, for some reason, everything seems too quiet. All of a sudden out of nowhere a 2 and a half foot tall guy with a huge beard, chugging alcohol screams by at well over 800 MPH on a fucking shopping cart, leaving Tom there, wondering what the hell he just saw and questioning his own sanity.
Well its the closest i could find since no artist stepped forward.

Spoiler (click to show/hide)

My god. It's... Wonderful...
Dwarves are some crazy bastards.
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Funk

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11195 on: March 25, 2014, 11:57:10 am »

Dam it now i want to add jet engines.
Made from duck tape and scrap of course like this one.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Greiger

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11196 on: March 25, 2014, 11:59:35 am »

That thing shows up in this thread so often I'm surprised noone modded it in yet.

Code: [Select]
{
        "type" : "vehicle_part",
        "id" : "pulse_jet",
        "name" : "liquid pulse jet engine",
        "symbol" : "*",
        "color" : "light_red",
        "broken_symbol" : "#",
        "broken_color" : "red",
        "damage_modifier" : 80,
        "power" : 1200,
        "durability" : 300,
        "epower" : -100,
        "fuel_type" : "gasoline",
        "item" : "pulse_jet_engine",
        "difficulty" : 6,
        "location" : "engine_block",
        "flags" : ["ENGINE"],
        "breaks_into" : [
            {"item": "steel_lump", "min": 45, "max": 58},
            {"item": "steel_chunk", "min": 45, "max": 58},
            {"item": "scrap", "min": 45, "max": 58}
},{
        "type":"GENERIC",
        "id" : "pulse_jet_engine",
        "name" : "homemade pulse jet engine",
        "description" : "An extremely powerful, gas guzzling, liquid pulse jet engine made from scrap.  Likely to kill you and everyone around you, but at least you'll look cool doing it.",
        "weight" : 39689,
        "to_hit" : -2,
        "color" : "light_cyan",
        "symbol" : ":",
        "material" : ["steel", "null"],
        "volume" : 20,
        "bashing" : 7,
        "cutting" : 0,
        "category" : "veh_parts",
        "price" : 90000
}
(warning this is added for a joke, I don't actually know how engine power is calculated from the jsons and couldn't be assed to test this, so in the off chance this doesn't just throw an error on load it's probably not balanced in the least.)
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Disclaimer: Not responsible for dwarven deaths from the use or misuse of this post.
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Funk

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11197 on: March 25, 2014, 12:02:34 pm »

That was fast, i'll test it in a bit.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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Greiger

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11198 on: March 25, 2014, 12:16:37 pm »

That was fast, i'll test it in a bit.
I actually decided to throw a json together about 2 posts ago, we just happened to be thinking the same thing. :P

In reality though it would probably be better implemented as a separate piece of equipment that isn't really an engine.  That just increases velocity by like 100 mph per turn in trade for 1000 gas or something.  Because I don't really know if you could throttle an engine like that like the game's cruise control will do.  But I was amused enough to json it anyway.
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Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11199 on: March 25, 2014, 05:18:13 pm »

So I downloaded the current experimental; is anyone else feeling that steps take much much longer than they do in the stable? Scrolling through menus and stuff seems fine, just actual movement takes much longer to execute.

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11200 on: March 25, 2014, 05:21:10 pm »

So I downloaded the current experimental; is anyone else feeling that steps take much much longer than they do in the stable? Scrolling through menus and stuff seems fine, just actual movement takes much longer to execute.
Try starting a second world and seeing.  It might be your specific location.  Certain things like slime pits and fungals can wreak havok on population, and therefore processing time.

Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11201 on: March 25, 2014, 05:27:19 pm »

So I downloaded the current experimental; is anyone else feeling that steps take much much longer than they do in the stable? Scrolling through menus and stuff seems fine, just actual movement takes much longer to execute.
Try starting a second world and seeing.  It might be your specific location.  Certain things like slime pits and fungals can wreak havok on population, and therefore processing time.
Its chugging along slower than when I had stable with 50 spawn rate, and I've only got it at 4.0 atm. And yeah, already regenned a world.

Girlinhat

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11202 on: March 25, 2014, 05:29:23 pm »

So I downloaded the current experimental; is anyone else feeling that steps take much much longer than they do in the stable? Scrolling through menus and stuff seems fine, just actual movement takes much longer to execute.
Try starting a second world and seeing.  It might be your specific location.  Certain things like slime pits and fungals can wreak havok on population, and therefore processing time.
Its chugging along slower than when I had stable with 50 spawn rate, and I've only got it at 4.0 atm. And yeah, already regenned a world.
That totally doesn't matter, really.  Certain locations spawn creatures with population rates FAR higher than anything else, and with wandering AI that makes them REALLY stressful on the computer when enough of them occupy an area.  I played on default spawn rate, but was nearby a slime pit.  35,000+ slimes will spawn even on very low spawn rate.

Eagle

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11203 on: March 25, 2014, 05:42:06 pm »

So I downloaded the current experimental; is anyone else feeling that steps take much much longer than they do in the stable? Scrolling through menus and stuff seems fine, just actual movement takes much longer to execute.
Try starting a second world and seeing.  It might be your specific location.  Certain things like slime pits and fungals can wreak havok on population, and therefore processing time.
Its chugging along slower than when I had stable with 50 spawn rate, and I've only got it at 4.0 atm. And yeah, already regenned a world.
That totally doesn't matter, really.  Certain locations spawn creatures with population rates FAR higher than anything else, and with wandering AI that makes them REALLY stressful on the computer when enough of them occupy an area.  I played on default spawn rate, but was nearby a slime pit.  35,000+ slimes will spawn even on very low spawn rate.
Welllllll....I'm also in the middle of nowhere. Nearest anything is about 15 map tiles away.

Funk

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Re: Cataclysm: Dark Days Ahead - Version 0.A "Kaufman" released!
« Reply #11204 on: March 25, 2014, 06:01:37 pm »

I'm getting that as well, really slow even in the middle of nowhere.
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Agree, plus that's about the LAST thing *I* want to see from this kind of game - author spending valuable development time on useless graphics.

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