I will be tweaking crafting soon. Right now, it's true, "water" and "dirty water," while having the same name, are considered two entirely different items and you can't mix and match the two. Plus, you can exploit crafting to figure out whether the water you have is dirty or clean.
I'll also make crafting not consume containers (e.g. using up the bottle that water is in), and not produce the craftable in its container--meaning that if you're whipping up some home-made purifier, you'll want to make sure to have a bottle to put it in when you're done, or else be prepared to drink it immediately.
Crafting ingredients will have their own class; what this means for the player is that "water" will be a single requirement, fulfillable by clean water, dirty water, or having a water source nearby (e.g. a river or toilet). "Heat" will be a single requirement, fulfillable by having a hotplate or nearby fire to cook over. "Cutting tool" will likewise be fulfillable by any item with sufficient cutting damage, and not just the five or so currently listed--this means that modding in, say, a switchblade, will make the switchblade useable for crafting wood spears without the mod developer needing to edit crafting.cpp.
Finally, the area around you (say, up to 2 tiles away) will be scanned for ingredients and tools when crafting. This will make item management when crafting much easier.
I am re-coding acid spit as we speak--the game will simulate the trajectory of the loogie, and if it collides with a window on its way to you, the window will melt with no further effects.
I am considering limiting the player to one piece of clothing of any particular type. This will mean no double-trenchcoating, which does seem a bit odd; it will also remove the "20 fanny packs + 20 holsters" exploit as a method of gaining huge amounts of storage space with no encumbrance. Thoughts?
Anyone else find out about this game from PlumphelmetPunk's video on it?
I tipped Plump about this game. Now, I feel so proud and self-important that I can't even begin to describe it.
Thanks for helping the game to explode a tiny bit more
Plump attracted lots of players, and his video inspired Jef to make one, which in turn attracted even more.
I only have one request, and I believe in my heart that everyone will agree with me on this. NEVER stop making Cataclysm for your own entertainment and for the wonder of experimentation, fun, and programming. Every game I've ever loved was ruined by programmers who got a taste of cash and then became money-hungry. Same goes for bands, actors, and everyone else.
I believe in you, Whales, and know you're a good man. Keep up the great work, and never stop doing what you're doing
tl:dr:
Please don't go the way of Minecraft. Thank you. Lol
Starting in January 2012, connecting to the SSH server will cost $0.99/minute. Modding will still be permitted, but to do so you must buy a Cataclysm Developer's Liscense which is currently projected to be priced at $129.00 for a one-year registration. CBMs, purifier, keycards and backpacks will be removed from the game, but you can purchase them on the Cataclysm Store at prices ranging from $0.99 to $9.99.
...just kidding
Cataclysm will
always be 100% free (though donations are greatly appreciated!). I write it for the fun of programming, the fun of making my ideal video game, and the fun of sharing my work with appreciative fans. And unlike Notch, maker of Minecraft, if I make enough money from donations to go on month-long vacations, I will bring my laptop with me and work on Cataclysm throughout