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Author Topic: The Cataclysm games thread.  (Read 114129 times)

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #240 on: July 18, 2021, 10:30:33 am »

If you can make a proper shovel, a deep pit will also contain a fire. Getting twice as many rocks can also allows you to build a fireplace if you have enough skill, if I recall. Or, if you have any sheet metal, you can craft a brazier. Just remember to activate the brazier to deploy it, don't just drop it on the floor.

Accidentally burning your house down because you lit a fire on top of a loose brazier in item form is a newbie trap so old that I'm fairly certain an extra "Are you sure you want to cause a YASD?" is baked into the hardcode to catch that.
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teoleo

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Re: The Cataclysm games thread.
« Reply #241 on: July 18, 2021, 11:04:40 am »

thk
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #242 on: July 18, 2021, 04:19:59 pm »

And in Bright Nights news, three things I'm working on:

1. "Update shotshell recipes to be more consistent." This fixes up some jank with shotgun handloads and makes them more consistent. In a nutshell, handloading shells became burdened with a broken, very weird toolset meant to obsessively simulate the act of bullet casting innawoods, in a way that leaves a less improvised toolset impossible to implement as an alternative. It never spread beyond the shotshell recipes and was pointless realism, so I'm planning to give it the axe. I'm retaining the idea of the makeshift press as a way to make shotshells more easily innawoods, however.

2. "Allow match head powder for primer recipes." This is an idea I could've sworn was gonna be implemented but never made it in. My guess is because back then we didn't have match head powder, so any recipe to make match heads into impact-sensitive material for primers would've require they drain charges from matchbooks. Since match head powder now exists but has almost no use in-game currently, that's an easy solution to tackle.

3. "Add bionics to zapper zombie." Basically corrects the fact that giving zapper zombies CBMs was outright vetoed when they were added to DDA. Basically, DDA is going towards "all the cool bionics are due to ayy lmaos, because sci-fi tech existing pre-cataclysm is unrealistic" which BN tends to lean away from because the altenrative is better gameplay-wise, so it makes sense to fix an inconsistency between zapper zombies and shocker zombies that only existed because of a lore direction BN has no need to follow.
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Vorbicon

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Re: The Cataclysm games thread.
« Reply #243 on: July 18, 2021, 04:29:21 pm »

Anything that makes ammo crafting less tedious and more useful is great! The biggest problem to me with ammo crafting is that with the amount of ammo you need to use to kill zombies, the time and resources required to craft ammo becomes prohibitive. It's easier to stick with bows and crossbows with easier to craft ammo.
« Last Edit: July 18, 2021, 04:40:38 pm by Vorbicon »
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Iceblaster

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Re: The Cataclysm games thread.
« Reply #244 on: July 18, 2021, 05:45:07 pm »

The biggest thing I realized when I got into that stage of the game is that I really only use one type of ammo, maybe two. So, once I had a Kinetic Bullet Puller I'd take apart all incompatible ammos, thus giving me the things I need to craft what I do use.

Random_Dragon

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Re: The Cataclysm games thread.
« Reply #245 on: July 18, 2021, 06:21:34 pm »

In my most recent playthrough I could momentarily stuck trying to find a bullet puller because I had a gun I wanted to shift focus on, but wanted to also take apart a lot of ammo to make more of it. The other thing I got stuck on was the fact that my ammo of choice was purifying shells from Arcana, so I had a lot of lead that I needed to transmutate into silver to make use of...

Being able to take ammo apart with pliers or cutting, maybe at the loss of the casing, might be a nice way to improve things, but you can't have multiple uncrafts for ammo so...

Also, smol PSA for mod authors: that bland "bionics are alien now" lore thing I was poking fun at? It's coming with a PR that's probably gonna break shit due to removing some itemgroups.

I've already decided that "CBMs didn't exist pre-cataclysm" is insipid and bland, and I have no intention of overhauling mods I'm involved in just to for consistency.
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Re: The Cataclysm games thread.
« Reply #246 on: July 18, 2021, 06:23:29 pm »

God, I'm so glad Bright Nights is a thing.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #247 on: July 18, 2021, 06:32:41 pm »

Yep. Never forgot: a zombie can shoot lightning out of its ass because literally blob magic, but a post-threshold super bird mutant isn't allowed to fly because that'd be unrealistic. :D
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heydude6

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Re: The Cataclysm games thread.
« Reply #248 on: July 18, 2021, 06:59:57 pm »

sci-fi tech existing pre-cataclysm is unrealistic

You're kidding me? They didn't actually say that did they? Did the Devs never venture into a police station in this game? Did they never go to a hospital and use an autodoc? Did they never get blown up by a chicken walker? Did they never read the description of the "High Tech - Low Life" Scenario?!

The society of Cataclysm is clearly more technologically advanced than our own, the tech we have is perfectly in-line with the setting of the game. If you want a zombie survival game set in the boring present, play project Zomboid instead.
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Random_Dragon

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Re: The Cataclysm games thread.
« Reply #249 on: July 18, 2021, 07:38:33 pm »

Sadly chicken walkers and the HTLL scenario have BOTH been mod-shifted. As have all bionic professions. Plus autodocs no longer superheal you if I recall, just give you a massive bonus to your

I'm sure power armor and UPS weapons in general will get the boot eventually. It's only a matter of time.

play project Zomboid instead.

Or play Bright Nights. Bright Nights: because Cataclysm is a roguelike and meant to be playable, not a tedious proficiency simulator.

That last PR I linked to, about zapper zombies gaining CBMs, is kinda explicitly meant to solidify the idea that BN is going to go the opposite of the "bionics as ayy lmao shit" direction, since it reverts something that explicitly hinged on the idea that electric zombies rely on blob magic instead of CBMs.

Relevant:
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heydude6

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Re: The Cataclysm games thread.
« Reply #250 on: July 18, 2021, 09:23:37 pm »

Wait, quick question: What caused the cataclysm?
Spoiler: Actual spoilers (click to show/hide)

I don’t remember any space zombies (though there were invading lovecraftian entities and triffids).

Was that another lore change? I’m frankly disgusted at the iconic features that they’ve already removed.
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You can fake being able to run on water. You can't fake looking cool when you break your foot on a door and hit your head on the floor.

Culise

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Re: The Cataclysm games thread.
« Reply #251 on: July 18, 2021, 10:47:05 pm »

And in Bright Nights news, three things I'm working on:

1. "Update shotshell recipes to be more consistent." This fixes up some jank with shotgun handloads and makes them more consistent. In a nutshell, handloading shells became burdened with a broken, very weird toolset meant to obsessively simulate the act of bullet casting innawoods, in a way that leaves a less improvised toolset impossible to implement as an alternative. It never spread beyond the shotshell recipes and was pointless realism, so I'm planning to give it the axe. I'm retaining the idea of the makeshift press as a way to make shotshells more easily innawoods, however.

2. "Allow match head powder for primer recipes." This is an idea I could've sworn was gonna be implemented but never made it in. My guess is because back then we didn't have match head powder, so any recipe to make match heads into impact-sensitive material for primers would've require they drain charges from matchbooks. Since match head powder now exists but has almost no use in-game currently, that's an easy solution to tackle.

3. "Add bionics to zapper zombie." Basically corrects the fact that giving zapper zombies CBMs was outright vetoed when they were added to DDA. Basically, DDA is going towards "all the cool bionics are due to ayy lmaos, because sci-fi tech existing pre-cataclysm is unrealistic" which BN tends to lean away from because the altenrative is better gameplay-wise, so it makes sense to fix an inconsistency between zapper zombies and shocker zombies that only existed because of a lore direction BN has no need to follow.
Ooh. I'll wait on my next game until these pulls make it in.

Wait, quick question: What caused the cataclysm?
Spoiler: Actual spoilers (click to show/hide)

I don’t remember any space zombies (though there were invading lovecraftian entities and triffids).

Was that another lore change? I’m frankly disgusted at the iconic features that they’ve already removed.
I'll admit, the idea of removing CBMs from zombies and making them fart electric fairy dust is rather odd to me as well, but I haven't played DDA in a while as well.  As such, I can't really get too fussed about it anymore.  What I recall was also DDA-era lore, but if I recall properly...
« Last Edit: July 18, 2021, 10:49:26 pm by Culise »
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King Zultan

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Re: The Cataclysm games thread.
« Reply #252 on: July 19, 2021, 02:45:46 am »

Wonder when they're gonna finally give mutations the axe as well, certainly makes me not give a shit about DDA anymore.
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Robsoie

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Re: The Cataclysm games thread.
« Reply #253 on: July 19, 2021, 03:39:58 am »

God, I'm so glad Bright Nights is a thing.

Exactly my thoughts now :D

I've been running a character in the "Dark Days of the Dead" mod in CBN (that i assume is the same as the CDDA one) trying to emulate some zombies movies.
Also to make them movie-like i also lowered their health and speed.

But after a few days, there's not enough of them to be a threat to my character unfortunately, i think i should have increased the spawn density .
So my question : Is it possible to edit the spawn density ( "spawn rate scaling factor" i think) of an existing world ?
I see where the option is in the worldoptions.json from my ...\save\MyWorldName\ 

But i'm wondering if doing so will not lead into breakage at some point ?
I have read by example that editing the "wander spawn" option require a world reset, something i'm not interested to do as i like what i have in my world so far and wouldn't want to reset it.
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King Zultan

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Re: The Cataclysm games thread.
« Reply #254 on: July 19, 2021, 04:01:31 am »

I think you can, I've done it with NPC spawning and it worked, so I don't see why it wouldn't work with monster spawning.
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The Lawyer opens a briefcase. It's full of lemons, the justice fruit only lawyers may touch.
Make sure not to step on any errant blood stains before we find our LIFE EXTINGUSHER.
but anyway, if you'll excuse me, I need to commit sebbaku.
Quote from: Leodanny
Can I have the sword when you’re done?
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