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Author Topic: Cataclysm: Dark Days Ahead  (Read 124752 times)

Robsoie

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Re: Cataclysm: Dark Days Ahead
« Reply #600 on: July 13, 2020, 09:28:11 am »

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.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #601 on: July 13, 2020, 12:52:19 pm »

VAN
I'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.

There's plans for that. They tie in to my desire to be able to custom draw specific vehicles, so a hot dog cart looks like a hot dog cart and an ambulance looks like an ambulance. I suspect that by 0.F the mean streets of cdda are going to be utterly transformed.

I've got nice looking sedans and pickups done already. By the end of the week, or maybe even today, I'll have finished most civilian vehicles I suspect.
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n9103

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Re: Cataclysm: Dark Days Ahead
« Reply #602 on: July 13, 2020, 04:43:01 pm »

If there ends up being concern about player-made vehicles, you guys could allow either a per-part setting, or a player chosen overall setting, both in the mechanics menu. One more array element seems trivial.
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Erk

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Re: Cataclysm: Dark Days Ahead
« Reply #603 on: July 14, 2020, 01:10:36 am »

Nah, the problem is a fairly straightforward implementation one, just a matter of how to declare it in the vehicle definition and then have that carried over and remembered by code. We could in theory have separate cosmetic definitions for vehicle parts *right now*, but as we started to add dozens of variant car parts for variant cars it would rapidly bloat into many thousands of lines of JSON for no real reason, it's better to have it done procedurally.
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Mailo

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Re: Cataclysm: Dark Days Ahead
« Reply #604 on: July 14, 2020, 10:25:17 am »

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).
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EuchreJack

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Re: Cataclysm: Dark Days Ahead
« Reply #605 on: July 14, 2020, 10:39:19 am »

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?

Well, there is enough reading material to last 2-3 days and enough flashlights/glowsticks to last forever.  And the minefield takes out zombies with enough regularity that I need to wear earplugs to sleep.  Maybe they'll all just die before the zombie evolution lets them break down walls?  :D

Random_Dragon

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Re: Cataclysm: Dark Days Ahead
« Reply #606 on: July 14, 2020, 11:21:51 am »

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).

Sadly, no. Note that, last I checked, malnutrition still does basically jack shit, so that can still largely be ignored. However, there is a very easy solution to the hunger problem, at least when it isn't being a buggy mess: Hungry is Bollocks.

Only eat when Very Hungry or worse. If you do that, you'll eventually settle into a rhythm between normal weight and the very first category of overweight (which is harmless). You can technically even ignore Very Hungry for a while without issue, but that requires you figure out WHEN it's no longer okay to ignore Very Hungry, and you'll be hovering between normal and the first category of underweight instead. Since the former approach is self-correcting (just don't eat unless it says Very Hungry) while the latter requires you to actively overeat to correct it, I advocate the former.

That is, again, assuming it's working right now. There were some issues with stomach capacity, some UI issues where drinking would update your hunger status in a confusing way, a bug where you were burning 7000 calories a day doing fuck-all, etc. I don't know for sure if it's CURRENTLY as close to functional as it's expected to be, or if any notable bugs are still present.
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IonMatrix

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Re: Cataclysm: Dark Days Ahead
« Reply #607 on: July 14, 2020, 08:05:35 pm »

So, does anybody know what this fishing thing is all about?
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Aseaheru

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Re: Cataclysm: Dark Days Ahead
« Reply #608 on: July 14, 2020, 09:32:06 pm »

 Which fishing? Traps, rods, or boats with rams on the front and scoops behind?
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scriver

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Re: Cataclysm: Dark Days Ahead
« Reply #609 on: July 15, 2020, 05:16:38 am »

Turns out it's just trolling
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notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #610 on: July 15, 2020, 06:26:51 am »

I'm I'm a continual process of improving and fixing my truck, and I'd like to put spikes on the front, but the limiting  factor is rope (planks are easy to come by). Obviously dont want to spend days dismantling and resembling clothes into thread, then string then rope-- where can it be found premade?
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King Zultan

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Re: Cataclysm: Dark Days Ahead
« Reply #611 on: July 15, 2020, 06:34:11 am »

You can sometimes get them at camping stores and if you find a boxing ring you can pull it a part for ropes, other than that I'm not sure.
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pisskop

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Re: Cataclysm: Dark Days Ahead
« Reply #612 on: July 15, 2020, 06:38:11 am »

if wooden spikes are anywhere near as durable as they were in the past id just skip them.  theyre nice in concept, but too low in duribility.  Their real use is to help mitigate damage to your frame in a high speed crash.  install empty frames in front of the car and reinforce the solid ones behind it; less tedium gathering tape/rope and works almost as well for the purpose.  of course if you really want spikes or they were significantly buffed.... improvement stores and maintenance specials are some good places historically.
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notquitethere

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Re: Cataclysm: Dark Days Ahead
« Reply #613 on: July 15, 2020, 06:45:10 am »

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.
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pisskop

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Re: Cataclysm: Dark Days Ahead
« Reply #614 on: July 15, 2020, 08:32:16 am »

you guys are using gold as the bonding agent for stick welding?

jesus guys, the realisms.
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