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One of the JSON files contains spawn data. Monstergroups.JSON I think. It's a bit fiddly, though.
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# ? Jul 29, 2014 10:46 |
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# ? Apr 19, 2024 00:53 |
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Which JSON file contains the underbrush scavenging drop tables? I'd like to make it have a chance of yielding seeds since as it is its rather hard to farm anything other than berries and the odd bit of weed.
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# ? Jul 29, 2014 11:32 |
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I don't think any do, last time I checked. That stuff is probably still hardcoded.
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# ? Jul 29, 2014 11:36 |
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I'm still sort of boggling at you guys turning the spawn rate up to 3 or 5x, I turned it down to half and I'm thinking "Yeah, this is just about right, this is a nice enough challenge." Although now that I know the bullwhip is the best "melee weapon" (I love that it's actually a very short-range, infinite-ammo gun) I may run an archeologist in a 1x spawn rate world.
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# ? Jul 29, 2014 12:54 |
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So the game::forage() command pulls from mushroom_forest and trash_forest... if you wanted to add seeds, you could go into item_groups.json and add them to either group but the text will still remain the same. Veggies and eggs are hard-coded. Trash_forest is used by a number of buildings but I believe that is the only place that mushroom_forest is used. Hope that helps.
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# ? Jul 30, 2014 00:29 |
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Gotta say, I love the atomic battery mod. Plutonium-powered MP3 players and hotplates: definitely 100% safe.
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# ? Jul 30, 2014 00:44 |
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Anyone have strategies for surviving the beginning as a tweaker? I feel like the only way to survive would be spawning near a big supply of food and water and holding out until the addiction is gone.
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# ? Jul 30, 2014 01:27 |
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Drevoak posted:Anyone have strategies for surviving the beginning as a tweaker? I feel like the only way to survive would be spawning near a big supply of food and water and holding out until the addiction is gone. Any of the addiction starts is pretty much horde food and a water source as fast as possible, then wait it out. Alcoholics probably have it easiest as you can use available booze to limit the effects and give yourself more time to get sorted. Or just be a drunken master.
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# ? Jul 30, 2014 01:40 |
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Can someone post a min max build for dicking around? I'm having trouble getting past the first day or two.
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# ? Jul 30, 2014 01:44 |
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Turtlicious posted:Can someone post a min max build for dicking around? I'm having trouble getting past the first day or two. Going into the debug tab in the options menu and bumping up the available points and trait limits is the best way to just be more powerful (200 or so will get you max stats and every positive trait plus some extra for skills), but otherwise: Night Vision, Fleet-Footed and Parkour Expert really help with survivability, because you can go in at night and see zombies before they see you while outdistancing any you do engage and leading them across difficult terrain. If you've turned off skill rust, Forgetful is free points, and Trigger Happy, Ugly, and Truth Teller are generally considered the most minor of drawbacks. Asthmatic, Nearsighted, and Farsighted are also good value. If you have both vision disads, you start with bifocals. I tend to take Heavy Sleeper, since a little prep work will ensure a safe sleeping environment and you wake up if something bites you anyway. The Bionic Prepper profession starts with an integrated toolset and enough mechanics skill that you can start working on a deathmobile immediately, or if you take Bow Hunter and spend a point on Fabrication skill, you can make all the arrows you want easily.
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# ? Jul 30, 2014 02:09 |
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What about stats? Which is most important? Strength for sure, but how do the others fit into it?
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# ? Jul 30, 2014 03:53 |
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If you want to just mess about and not develop, you want strength to make you better with weapons and do more damage/take more hits/carry more poo poo, you probably want a point or two of perception to not step on landmines, and you want some dex/more perception if you want to shoot anything, as they give you penalties to ranged combat if you aren't good at them. Intelligence is not really useful other than for crafting/bionics, it doesn't affect your ability to beat stuff up. It's fairly self explanatory in the menu.
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# ? Jul 30, 2014 04:00 |
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I don't recommend you giving yourself free character points in the options, as I find that the default number of points is more than enough if you play around with character builds long enough. I do end up changing the max number of points spent in positive/negative traits though, as I find it's the opposite; the default value hardly lets you customize your character enough. Here's the character build I like to use; the only ill-gotten points in this build are from forgetful, as I play with skill rust off. code:
The King of Swag fucked around with this message at 04:25 on Jul 30, 2014 |
# ? Jul 30, 2014 04:23 |
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Swap out Novice Martial Artist for Groom, you also gain a point last I checked but the suit comes with some storage, unlike the gi. Unless the gi does something I'm not aware of, I think I tried it and it was a pocketless robe more or less.
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# ? Jul 30, 2014 04:41 |
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If you're having trouble surviving the first couple days, I honestly still stand by the opinion that you probably want to frontload a couple skills as well. Stats are great for long term play, but skills make the early game a lot easier and let you get to the point of being a stable and effective explorer much quicker.
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# ? Jul 30, 2014 05:33 |
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What I find really fun is using randomly generated builds that are often terrible, but then giving myself a few items based on my random skills using the debug menu. Makes the start to the game less boring and repetetive (find heavy stick, find basics, find books etc...)
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# ? Jul 30, 2014 05:46 |
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The King of Swag posted:I don't recommend you giving yourself free character points in the options, as I find that the default number of points is more than enough if you play around with character builds long enough. I do end up changing the max number of points spent in positive/negative traits though, as I find it's the opposite; the default value hardly lets you customize your character enough. So what do you set the trait point caps to? I agree that 12 is pretty limiting.
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# ? Jul 30, 2014 07:11 |
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Yeah, why can't anyone take the zlave code and make it work on robot corpses to make packbots? Seems simple enough. I don't get the outrage though, doesn't seem sexual. Also why do the gimp suits keep coming up? That was a goon addition. Cause bondage and the apocalypse is a thing.
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# ? Jul 30, 2014 08:44 |
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Killer-of-Lawyers posted:Yeah, why can't anyone take the zlave code and make it work on robot corpses to make packbots? Seems simple enough. I don't get the outrage though, doesn't seem sexual. The King of Swag posted:[Negative] Strudel Man fucked around with this message at 09:09 on Jul 30, 2014 |
# ? Jul 30, 2014 09:05 |
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RickVoid posted:So what do you set the trait point caps to? I agree that 12 is pretty limiting. I just set it to 1000 (in the options, go down instead of up; when you go lower than zero, it rotates around to the max), since I don't see any reason to limit the number of points invested in traits. Points aren't free, to get them you need to take negative traits or take them away from your stats. Strudel Man posted:Maybe they changed this in the experimental, because I could swear that your suggestion is indeed how it's currently implemented. The "just morale penalties," anyway. It's pretty nasty, too, -75 for a while. I only tried using them once (a month ago? maybe two) after another poster here mentioned it, and what's happening is that you get a morale penalty because the food makes you nauseas. If you have a weak stomach or you're just unlucky, it'll also make your character throw-up. Edit: That said, if it has been changed, then I still wouldn't take those traits. I'd consider them a fair trade-off if they worked like morality from killings, where there's thresholds you pass as you kill [X] number of enemies, that reduces the morale penalties until there's no longer any effect. Without something like that in place though, no matter how many fruit/vegetables/whatever you eat, you'll always have a hugely negative reaction to them. The King of Swag fucked around with this message at 09:26 on Jul 30, 2014 |
# ? Jul 30, 2014 09:15 |
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The King of Swag posted:Edit: That said, if it has been changed, then I still wouldn't take those traits. I'd consider them a fair trade-off if they worked like morality from killings, where there's thresholds you pass as you kill [X] number of enemies, that reduces the morale penalties until there's no longer any effect. Without something like that in place though, no matter how many fruit/vegetables/whatever you eat, you'll always have a hugely negative reaction to them. Also: The depressant effects of alcohol seem somewhat painfully strong. I had the idea of a character surviving entirely on boozeberries and strawberry surprise, since they actually have quite good nutrition/volume ratios (90 quench and 120/48 nutrition per point, respectively), and are in fact healthy. But even with addiction resistance I become an alcoholic really fast (guess that makes sense), and a single drink costs me 14% speed, 2 intelligence and perception, and one dexterity from 'depressants,' and takes over an hour to wear off. Doesn't seem like booze offers that much benefit, at least for ingestion.
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# ? Jul 30, 2014 10:12 |
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Well, it's booze. Of course it doesn't.
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# ? Jul 30, 2014 10:15 |
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Got the latest experimental, what the hell happened to no zombie revival/slow zombies? No longer in the default mod list and I don't see it in the mod section of the forum.
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# ? Jul 30, 2014 10:37 |
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AceRimmer posted:Got the latest experimental, what the hell happened to no zombie revival/slow zombies? No longer in the default mod list and I don't see it in the mod section of the forum. What I want is no automatic zombie revival while keeping higher level zombies reviving the dead in. I don't mind a zombie necromancer making my job harder by reviving zombies, but having to pulp every corpse is just pointless busywork.
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# ? Jul 30, 2014 10:44 |
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Strudel Man posted:Well, that's kinda the point, isn't it? Starting points are precious; it'd be too obvious to take them if you could overcome the aversion. I considered "hates vegetables" to be restrictive, but fair, until I found out that rice counted as a vegetable, because come on. I don't think it'd make it anymore of a must have trait than all the other negative traits that are easily overcome with some drugs or by other means, and it'd actually make them work just like Pacifism already does. Considering how much the DDA team goes for realism, I'm actually surprised they haven't implemented a threshold system for the non-allergy food traits. No matter how much you hate a food, if you aren't physically allergic, eventually you're either going to get used to it when you have to eat a lot of it, or you're going to get hungry enough that'll you'll eat anything even vaguely food-like.
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# ? Jul 30, 2014 12:04 |
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GlyphGryph posted:If you're having trouble surviving the first couple days, I honestly still stand by the opinion that you probably want to frontload a couple skills as well. Stats are great for long term play, but skills make the early game a lot easier and let you get to the point of being a stable and effective explorer much quicker. I'd definitely suggest to anyone who is having trouble surviving to drop their intelligence and put extra points into skills as it'll increase your survivability in the early game significantly. Parkour Expert is also one of the best traits for melee fighters, halving your movement penalty on terrain means you can move over cars quickly and attack quickly whilst a zombie is slowed massively in relation to you. Kiting onto vehicles in particular with Parkour Expert allows you to fight a horde of 50 zombies on the first day with a pipe. Much less important if you're competent at the game or use ranged weapons but for people looking to make fights easier kiting onto obstructions is the way to go.
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# ? Jul 30, 2014 17:17 |
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Strumpie posted:Parkour Expert is also one of the best traits for melee fighters
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# ? Jul 30, 2014 18:07 |
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Is there any targeted way now to remove faulty bionics? Of all the randomized things in the game, that's the one that really, really begs me to savescum, since I hate for a random failure to give me a permanent disability, short of it being erased (along with other stuff that I actually want) by another, future failure.The King of Swag posted:I don't think it'd make it anymore of a must have trait than all the other negative traits that are easily overcome with some drugs or by other means, and it'd actually make them work just like Pacifism already does. Considering how much the DDA team goes for realism, I'm actually surprised they haven't implemented a threshold system for the non-allergy food traits. No matter how much you hate a food, if you aren't physically allergic, eventually you're either going to get used to it when you have to eat a lot of it, or you're going to get hungry enough that'll you'll eat anything even vaguely food-like. Permanent food hate is a little weird, but personally, I'd say it's the only way to implement them that really makes them meaningful disadvantages.
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# ? Jul 30, 2014 20:00 |
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There is a targeted way to remove bionics and I'm pretty sure it includes faulty ones. I don't remember how you do it, though.
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# ? Jul 30, 2014 20:03 |
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Cardiovorax posted:There is a targeted way to remove bionics and I'm pretty sure it includes faulty ones. I don't remember how you do it, though.
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# ? Jul 30, 2014 20:27 |
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Removing bionics have been in for a while now. This led to the strange situation where you could remove your arm to replace it with a fusion blaster, then remove the fusion blaster and regrow an arm.
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# ? Jul 30, 2014 23:06 |
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Hit p to enter the bionics powers menu, - to start planning subtracting a bionic, and then hit the appropriate key. Its a pretty difficult roll and requires a knife plus a first-aid kit.
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# ? Jul 30, 2014 23:13 |
Am I just really unlucky with worldgen or do roads out of town literally lead nowhere but farms and FEMA camps? With the rare megastore thrown in? I really kind of want to find a science lab, but I'm having no luck, and the subway system proved to go nowhere I haven't been or can't easily get to.
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# ? Jul 31, 2014 01:48 |
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A lot of them will lead to odd facilities but some should lead to other towns. You may simply be unlucky. Ironically, if you found a science lab, it would make it much easier to find more.
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# ? Jul 31, 2014 02:01 |
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The OP seems horrifically out of date, and the thread is getting somewhat long. Could we think of doing an updated thread? Unrelated, but could someone tell me how to power refridgerators and other things? How does that all work?
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# ? Jul 31, 2014 02:12 |
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Power so far as I know amounts to 'is built onto a vehicle with a charged battery'
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# ? Jul 31, 2014 02:20 |
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Drevoak posted:Anyone have strategies for surviving the beginning as a tweaker? I feel like the only way to survive would be spawning near a big supply of food and water and holding out until the addiction is gone. This, basically. The withdrawal penalties are brutal and if they hit when you're in a fight you will die horribly. Alcoholic is the easiest to manage, crack is the toughest. You can get a hold of anti-psychotics in pharmacies or doctors' offices which will eliminate the DTs, although you'd have some other penalties as well. Alternatively, just go with nicotine addict since it's just one fewer point earned and a far smaller pain in the rear end.
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# ? Jul 31, 2014 03:18 |
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Since I'm bored right now, and 90% of my posts in this thread are things I wish DDA did better, or how they could do things better, I've decided to post about something I wish they would do about weapons in the game, and that is: Make them variable and customizable! Given that everything in the game can be used as a weapon, you'd think there'd be a plethora of options for murdering stuff with, but you'd be wrong. The sad fact is, weapons are what they are, so some weapons are inherently better than others and always will be, and the weapons in the game tend to take a linear path from worst to best. Once you've found a better weapon, you no longer have any use for the majority of "lesser" weapons. So here are some ideas (that will never in a million years be implemented) that could lessen the issue.
So much for wishing.
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# ? Aug 1, 2014 06:35 |
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The King of Swag posted:Since I'm bored right now, and 90% of my posts in this thread are things I wish DDA did better, or how they could do things better, I've decided to post about something I wish they would do about weapons in the game, and that is: A land-mine at the end of a sledge seems... ill-advised. Like, the vibrations traveling down the shaft pulped all the bones in my arms, which is fine because fragments from the exploded hammer-head shredded my torso and head, so i'm past caring, kind of bad idea. I like the rest though.
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# ? Aug 1, 2014 06:44 |
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# ? Apr 19, 2024 00:53 |
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Obviously it's a throwing weapon.
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# ? Aug 1, 2014 07:21 |