In the meantime, been doing a few things in BN lately. Recently had the
rework to fridge contents merged, meaning fridges will now have less food overall but a better variety of items in then. One idea that came up that I should do as a follow-up would be to make it so more produce spawns (like in grocery stores) spawn bundles of produce instead of scattered smatterings of fruit and veg. So for example 4 apples and 3 potatoes instead of an apple, a potato, a pear, a banana, onion, etc.
Another major thing that got merged was
finally fixing autoclave items to actually work right.. The total power draw has been reduced a bit, and the types of batteries it can use have been changed. The goal was to push things together from both ends so that it doesn't use more power than its batteries can hold. Before it used 8200 power, and out of all the batteries it could use only the vanishingly rare heavy atomic batteries every actually had enough power to make it work. Now it needs 5500 power and uses most types of storage battery instead of heavy batteries, so the lowest-capacity battery (the one with 7000 power) can actually run it.
If we ever get my suggested feature for making it so a furniture's examine action can be made to optionally require power, then we can skip all this nonsense and just give the player the option to hook them up to their electric grid.
As for some useful recent PRs I've got that are still open:
1. I have a PR up that'll
make it so a vehicle part can optionally be told to ignore how heavy the part is and thus skip the lifting requirement. This is being applied primarily to swappable storage batteries used by electric cars, because the ability to quick-swap batteries is basically fucking useless in practice due to still needing lifting requirement. A lil change to how storage battery cases are flavored, in turn enabling a slight bit more complexity to the recipe to balance how much easier it can make electrical vehicle setups, and it all fits into place.
2.
More use of the ELECTRIC_GRID flag in a lot of overmap specials. One problem we're still having with the electric grid system is that wiring up two different mapgen tiles is a bit hard to hint to the player that it's something you can do, so making more of the locations that a player might build a static base in come with grid connections already will make things a bit easier on the player.
3. Finally decided to port over
a variety of slight tweaks from my MST Extra mod. A good chunk of it is in making some more rock-like items count as sling and staff sling ammo, but there's also birchbark fletching, fixing birch trees being the only ones that don't grow back after harvesting, and porting over my recipe for the stone spear. It should be less trivial and more realismic than the old recipe that DDA obsoleted ages ago, while being less of an unnecessary pain in the ass compared to DDA's current take on the stone spear recipe. Imagine making a weapon you'll only ever use in the early game take level 6 fabrication.
And finally, some recent mod updates I did. First, Arcana stuff:
1. I finally looked into riverside dwellings after someone remarked that one of the vanilla variants is basically the sort of innawoods church that you'd fully expect to be a Cleansing Flame sanctum.
So I took two variants that looked interesting, and made arcanist versions of them. One's the aforementioned church style that fit the Cleansing Flame, the other's some kinda serial killer fuccboi shack that fit as fodder for a Sanguine Order variation.
2. Critsy Bear discovered some fun exploits in his BN playthrough as Numerius, in particular abusing stamina recovery effects with Magic Signs. While I nerfed the specific source of stamina recovery he used a while back, I've more recently committed some
changes to make the Magic Sign Exertion side effect matter more. Before, if you emptied out a default 10000-unit stamina bar, the secondary fatigue cost would be drawn out over well over 2 and a half hours, meaning you could easily spam spells by waiting for your stamina to recover and get hit with a ton of fatigue cost, but it'd hit you so slowly you might never even notice or realize that's why you seem to be getting tired more. Now it hits you way faster. It's not instant, but it's plenty fast enough to make the side effect actually matter. Related changes include updating citrine incense to favor restoring stamina over fatigue, to dole it out instantly instead of over 15 minutes, and to dole out a total amount of energy more consistent with how you don't use a lot of essence to make the potions it's made from. Finally, that same commit also tweaked the recipes for crafting stuff into essence with the chalice, shuffling things around enough to justify the higher-tier recipe giving 10 essence instead of 5. Main benefit of that is it lets you use crystallized essence as an ingredient, making it less hassle to convert crystalized essence back into essence.
3.
Some mapgen fixes and updates for a few locations. A couple arcanist basement variants changed to make them less like plain big single-room boxes, and the weird middle hallway in the hermit's house has been axed in favor of some tweaks to make the first floor more normal-looking. Most useful was fixing up some faction ownership stuff in the rural church, so that when the great hall is added the dorms and kitchen don't get their contents marked as owned, only the shopkeeper's stuff. This gives the player free run of the building, useful since it's right there by the entrance.
And finally, here's a couple Cataclysm++ ideas I sent Noctifer's way recently:
1. The big one was
adding a new martial art. This one focuses on strong mutants and cyborgs, encouraging the use of the big heavy weapons that are normally ignored by the metagame for their piss-poor accuracy and DPS. It leans toward a lot of strength-scaling effects as well as movecost and accuracy buffs that help offset the drawbacks of its prefered weapons. In many respects it's a deliberate foil of how Survivor Combatives is currently balanced, i.e. a strength-scaling all-offense style for experienced inhuman survivors vs. an intelligence-scaling, highly survival/defense focused style geared towards more well-rounded survivors.
2. Aside from a few follow-up tweaks to fix things found here and there, the next big related addition was
adding the makeshift greatsword item. The main goal here was adding a big, heavy sword-like weapon that fits the martial art style added previously, as none of the weapons added by Cata++ were really suited for the style. It also fills a useful niche as a way to get a decent sword-type weapon without needing a full forging setup, being even simpler than BN's non-garbage interpretation of the hand-forged sword I added a while back (basically DDA's implementation but balanced to actually be ever worth using). The new item thus hits hard and pairs well with Post-Human Combatives, but it's still inferior in terms of DPS than any sword-like weapon that requires forging (while still being superior to the extra-makeshift 2-by-sword weapon family).