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Author Topic: Cataclysm: Dark Days Ahead - A roaming horde appears on the horizon!  (Read 1862199 times)

Akura

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11355 on: April 05, 2014, 10:35:10 am »

Can someone help me mod in Twinkies?

Just copy the raws for something like cake(in data/jsons/comestibles.json, I think), then start changing values. I haven't bothered with Cataclysm for a short while, so I can't give much more help than that.
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Tawa

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11356 on: April 05, 2014, 11:34:21 am »

Ok, thanks.

Also, the Rocky reference is in the description for the "sports novel". If you ever get your paws on one (or just debug one in), make sure you read the description.
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I don't use Bay12 much anymore. PM me if you need to get in touch with me and I'll send you my Discord handle.

BFEL

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11357 on: April 05, 2014, 01:20:13 pm »

So since Tawarochir was incredulous about Kenji's survivability, I thought I would show a screenshot of his current inventory.
Pretty much everything he has right now is carried at all times btw :P

Spoiler:  Its a lot of stuff (click to show/hide)
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scrdest

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11358 on: April 06, 2014, 05:50:43 am »

I'm having problems using any non-native tilesets in the latest experimental. Something about 'not being able to open tile info json'.

E: nevermind. Seems like the pathing to the tilesets was modified to require changing the path to /gfx/[TILESET]-STUFF instead of just [TILESET]-STUFF, and the tileset makers changed it to fit that, then it got reverted. All you need to do is go in the txt file in the tileset folder and remove the gfx/ at the beginning.
« Last Edit: April 06, 2014, 07:50:13 am by scrdest »
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mosshadow

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11359 on: April 06, 2014, 01:32:32 pm »

This is a fun game that I am just starting at. Should I turn NPCs on? Im doing it without them right now and its kinda lonely, I cant find much about them and how they work other than the one that starts in the shelter as being drop dead stupid.
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11360 on: April 06, 2014, 02:00:50 pm »

This is a fun game that I am just starting at. Should I turn NPCs on? Im doing it without them right now and its kinda lonely, I cant find much about them and how they work other than the one that starts in the shelter as being drop dead stupid.
NPC's are fairly crash free in a lot of ways now (though they still cause them occasionally) but their AI is still really, really, stupid. If you do decide to turn them on then I'd suggest just turning on the static shelter one for now, but it's kinda up to personal preference (I do highly suggest turning on the autosave if you are playing with them though).

Also welcome to the Cataclysm! :D
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Quote from: PTTG
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.

mosshadow

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11361 on: April 06, 2014, 02:54:25 pm »

This is a fun game that I am just starting at. Should I turn NPCs on? Im doing it without them right now and its kinda lonely, I cant find much about them and how they work other than the one that starts in the shelter as being drop dead stupid.
NPC's are fairly crash free in a lot of ways now (though they still cause them occasionally) but their AI is still really, really, stupid. If you do decide to turn them on then I'd suggest just turning on the static shelter one for now, but it's kinda up to personal preference (I do highly suggest turning on the autosave if you are playing with them though).

Also welcome to the Cataclysm! :D
Ok, But I heard the one inside the shelter will steal your stuff so wouldnt it be better to use the ones outside?
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Cheedows

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11362 on: April 06, 2014, 03:09:40 pm »

They can cause crashes sometimes, and yeah. NPCS are extremely idiotic and borderline suicidal, as of now you'll probably have a friend companion live for about a day tops and they'll be dead. At worst they'll randomly be aggressive and kill you, or simply disappear.
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puke

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11363 on: April 06, 2014, 07:17:26 pm »

Is there any intention to overhaul the inventory system? 

So that you could, for example, load a bunch of items into a container and then easily drop that bag or container when you wanted to fight or run... and then pick it up again when things settle down?

And while I'm daydreaming, something besides individual characters for each item would be nice.
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puke

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11364 on: April 06, 2014, 07:21:53 pm »

If you want to quickly drop a lot of items, or want to unencumber yourself for combat without going over your storage limit - you can drop a worn container along with the items you are dropping, thus removing the time-unit cost for dropping those items. The container, or containers, have to be able to fit the items you are dropping, but only those that can't fit will "spill over" and actually take extra time to drop.

So, while you can't literally drop a duffel bag full of items, like you can do with a pack in DF, you can drop a duffel bag along with items that would be in it, and the game will treat it as if you've dropped just the duffel bag.

Wow, nice.  Disregard my post above, sounds like this is in the works and is already partially implemented.  Will have to keep this in mind.  This and shopping carts.
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beorn080

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11365 on: April 06, 2014, 07:50:59 pm »

If you want to quickly drop a lot of items, or want to unencumber yourself for combat without going over your storage limit - you can drop a worn container along with the items you are dropping, thus removing the time-unit cost for dropping those items. The container, or containers, have to be able to fit the items you are dropping, but only those that can't fit will "spill over" and actually take extra time to drop.

So, while you can't literally drop a duffel bag full of items, like you can do with a pack in DF, you can drop a duffel bag along with items that would be in it, and the game will treat it as if you've dropped just the duffel bag.

Wow, nice.  Disregard my post above, sounds like this is in the works and is already partially implemented.  Will have to keep this in mind.  This and shopping carts.
Say. Would it be possible to use the folding bike code to be able to activate duffel bags to make them a draggable object ala shopping cart? So you could activate a duffel bag, load it down with stuff, then drag it along and let go at the first sign of trouble, in addition to dropping all your junk carried in the two duffels on you? Also, that could possibly add in wearable wheeled backpacks, for when you want a bit of extra space on the return trip but don't want to drag something out behind you all the way.
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Blaze

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11366 on: April 06, 2014, 08:07:00 pm »

It is, if you alter the folding bike's entry in vehicles.json, it'll pop out that way.

The problem is that it's locked to the folding bike. You'll need to get into the code to do that.
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mosshadow

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11367 on: April 06, 2014, 08:29:42 pm »

Has anyone noticed that the roads are sometimes mined or trapped ? Is that supposed to be from abstracted NPC actions?
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i2amroy

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11368 on: April 06, 2014, 09:06:54 pm »

Is there any intention to overhaul the inventory system? 

So that you could, for example, load a bunch of items into a container and then easily drop that bag or container when you wanted to fight or run... and then pick it up again when things settle down?

And while I'm daydreaming, something besides individual characters for each item would be nice.
There are plans to eventually have working containers (but it's still a fair ways off AFAIK).

As for the individual characters comment there, would you clarify? I'm not quite sure what you are asking about.
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Quote from: PTTG
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.

Blaze

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Re: Cataclysm: Dark Days Ahead - Now you're thinking with Portals
« Reply #11369 on: April 06, 2014, 09:08:06 pm »

Quote
Has anyone noticed that the roads are sometimes mined or trapped ? Is that supposed to be from abstracted NPC actions?
Those are random events.

They can appear anywhere really; that's why I recommend a minimum perception of 10.
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