Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
S w a y z e
Mar 19, 2007

f l a p

That's really cool. Also saves having to repair your backpack constantly.

Can you do the same thing with stuff like drop leg pouches and survivor belts? It would be so much easier to organize stuff like all meds in one pouch, tools in belt, ect.

Adbot
ADBOT LOVES YOU

acidia
Oct 31, 2012
I just unanimously lost in a no-confidence vote in a hostile takeover of one of my own projects... to someone that created their first PR in three years. It's been an interesting ride, I'm sure some of you hate me for making the world more tedious or something, don't care I got voted off the island and won't be a problem to you any further. Anyone know of any open source games where the community is actually nice? I'd prefer something more akin to stardew valley with survival elements? I'm obviously fairly incompetent as a coder, as you might have guessed by losing a unanimous no-confidence vote, but I really try hard and punch above my weight for getting poo poo done.

goatsestretchgoals
Jun 4, 2011

acidia posted:

I just unanimously lost in a no-confidence vote in a hostile takeover of one of my own projects... to someone that created their first PR in three years. It's been an interesting ride, I'm sure some of you hate me for making the world more tedious or something, don't care I got voted off the island and won't be a problem to you any further. Anyone know of any open source games where the community is actually nice? I'd prefer something more akin to stardew valley with survival elements? I'm obviously fairly incompetent as a coder, as you might have guessed by losing a unanimous no-confidence vote, but I really try hard and punch above my weight for getting poo poo done.

Got a link to the PR?

E: I was gonna say Dungeon Crawl Stone Soup but apparently they also have a goon fork that never happened.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Gooncrawl is super active, regularly updated, and hugely popular though :confused:

goatsestretchgoals
Jun 4, 2011

Whoops, I checked out on the DCSS thread a few months back, checking back in now.

Marenghi
Oct 16, 2008

Don't trust the liberals,
they will betray you

acidia posted:

I just unanimously lost in a no-confidence vote in a hostile takeover of one of my own projects... to someone that created their first PR in three years. It's been an interesting ride, I'm sure some of you hate me for making the world more tedious or something, don't care I got voted off the island and won't be a problem to you any further. Anyone know of any open source games where the community is actually nice? I'd prefer something more akin to stardew valley with survival elements? I'm obviously fairly incompetent as a coder, as you might have guessed by losing a unanimous no-confidence vote, but I really try hard and punch above my weight for getting poo poo done.

What was your project?

acidia
Oct 31, 2012
The one in question was auto-sorting everything around the player into designated item type piles. I only spent about 12 hours on it total, given that I'm not a great programmer that isn't much compared to everything else, and had made my last update 3 days before the new guy rewrote/improved my code. I'm 100% cool with that if he had mentioned it to me or didn't pass it off as his own. The problem arose because every time I tried to talk to him about balancing it I get blown off as a "you just want to make the game tedious for the player" and "no one plays with NPCs anyways." I implemented wide area sorting as part of the faction camp, with NPCs everywhere you need to sort the stuff after they come back from missions. It takes 4 clicks and a scroll down, you can leave, three hours later you ask where the NPC is and everything in the reality bubble is snapped to a sort point. I implemented wide area sorting as a reward to make NPC camps appeal to everyone. The plan was to eventually move auto sorting for the player but limit it to the current and 8 adj squares, so that there is still some appeal of NPC camps, I thought that was fair balance. The new guy doesn't play with NPCs, isn't interested in balancing against them, and bound auto-sort to "O" as a hotkey. Now you hit "O" and it'll tick like reading a book for 10 minutes, and everything pops into place. There is now no reason to even have NPCs doing it. We shouldn't have duplicate code in the project so I got asked how long I needed to rewrite the NPC camp to use his sorting methods... I may have created it, I may be actively developing it, but I also have no say in the project. I'm trying to tell people that I have plans for the project, I'm working on it. Not a single person said cannibalizing my current project is kinda hosed up. All I ever wanted was a single person to say (even if it was just to appease me), "Shouldn't we see/hear what acidia thinks?" That seems like the least god-drat cutesy you could have afforded after I spent 3 months working on the camp project. You could have completely ignored me, I'd get over it.

The PR has part of it, discord and private msg has the rest:
https://github.com/CleverRaven/Cataclysm-DDA/pull/24488

acidia fucked around with this message at 16:51 on Jul 28, 2018

T-man
Aug 22, 2010


Talk shit, get bzzzt.

Cool story, mate.

Motherfucker
Jul 16, 2011

I certainly dont have deep-seated issues involving birthdays.
pretty sure we're not the devs, I'm pretty sure most goons are well aware how lovely cliquish and out of touch those guys are

Peachfart
Jan 21, 2017

acidia posted:

The PR has part of it, discord and private msg has the rest:
https://github.com/CleverRaven/Cataclysm-DDA/pull/24488

I have zero investment in this, but it seems your main issue is that someone else on an open source project worked on the same thing that you did and implemented it slightly differently, and the other coders liked the other code better. I'm sure you put a lot of effort into your work, but you might be blowing this out of proportion.

John Lee
Mar 2, 2013

A time traveling adventure everyone can enjoy

Also, you're constantly addressing it seems like SA as a group? Even though SA wasn't anything like the main devs?

acidia
Oct 31, 2012
Don't worry about it, I was just giving y'all a backstory so that the PR isn't out of context since only a portion of it is there.

I'm thinking LCS might be an interesting option since it is open source now. Anything in that vein that isn't going to get me on the no-fly list?

I looked at dungeon crawl stone soup but it looked exclusively combat oriented.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
Who would have known that it'd be the removal of tedium that'd bring NPC bases down as a thing?

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖

Killer-of-Lawyers posted:

Who would have known that it'd be the removal of tedium that'd bring NPC bases down as a thing?
How do you mean?

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
I mean, I guess someone else could take up expanding the npc bases now.

TOOT BOOT
May 25, 2010

acidia posted:

I'm trying to tell people that I have plans for the project, I'm working on it. Not a single person said cannibalizing my current project is kinda hosed up. All I ever wanted was a single person to say (even if it was just to appease me), "Shouldn't we see/hear what acidia thinks?" That seems like the least god-drat cutesy you could have afforded after I spent 3 months working on the camp project. You could have completely ignored me, I'd get over it.

The PR has part of it, discord and private msg has the rest:
https://github.com/CleverRaven/Cataclysm-DDA/pull/24488

Programmers have bad people skills in many cases. It's also possible you're being oversensitive. Last but not least many of us don't like the dev team anyway.

acidia
Oct 31, 2012

Killer-of-Lawyers posted:

Who would have known that it'd be the removal of tedium that'd bring NPC bases down as a thing?

50/50 I created the item sorting framework because I felt it was necessary to the game, but I always play with NPCs. Someone saw that that doesn't play with NPCs, duplicates it, renders the NPC work useless. NPCs need to either be or not be a thing, having the player be able to do everything on their own just as easily as having NPCs isn't going to work. I don't really care TBH, but I doubt anyone else is going to continue working on NPCs until that is decided.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
That's silly. It's a sandbox game. There's no reason why you can't have both in a big open source project.

Having a sorting option for with NPC's, and with out is smart. Especially now that there's a bunch of big downsides to rotting food. Pulling all your old food out to burn and dispose of so you don't get screwed over by the new mechanics is tedious work, forcing people to use NPC's to deal with that should be in everyone's eye's a non starter.

Zone sorting that you can do solo can easily co exist with NPC sorting. You can adjust things. Make NPC sorting desirable in some other way. Have it work across the entire base, for one, instead of the 10 tiles solo sorting does. Have it come with other perks. Make it desirable, don't just expect someone else to nerf their work because it doesn't match your vision.

Lastly, accusing the other guy of stealing your work is a pretty big accusation you make, but I don't see any evidence you've put forward comparing your code to theirs. Are you simply making that assumption because of the fact you both started on something similar around the same time?

Finally, you complain in the Git thread that your upset that it doesn't take any real time to do so solo sorting. Real time is a poor way to penalize people playing a rogue like that already moves slowly. You shouldn't care if it's a few button presses and subjectively no time on the end user. All actions taken by the end user should strive to take as little of the users time as possible as a matter of best practices. Both accomplish this. You can go off and do things while your npc's sort in your method, and the player just passes time in a few seconds in their method. I see no reason to even care about that. Tedium (On the end users part) isn't a good way to balance anything.

TresTristesTigres
Feb 14, 2013

Posts from UnDeR9R0Und
Ever since NPCs got smart enough to not bash their way through your car's chassis in order to disembark, I have always played with NPCs on. The Refugee Center and the related Outpost quests are pretty much my favorite part of the game these past few years. Making yourself into a badass mutoid cyber-assasin is one thing, but I feel it's way more fun to take care of a big squad of companions and to help build up the outpost. As a player, seeing your efforts lead to more structures getting built and more friendly NPCs populating the area is super rewarding for me and reminds me of the Raven Rock quests from Morrowind: Tribunal. I don't give a poo poo about loot sorting as a concept, I never have enough loot around for that to matter to me, I just like the work you've done with NPCs since it adds an RPG element to the game that was missing before.

I get that you feel like your contributions aren't appreciated like they should be, but that's a problem when you work on a project with no compensation along with a hundred other dudes. When the only compensation you receive is respect, then it hurts when you feel like you're not even getting that.

acidia
Oct 31, 2012
You might want to read the rest of the conversations, remember that my goal for player auto-sorting is range 1 (current tile plus 8 surrounding), not "no auto sorting". I couldn't care less if he added player auto-sorting before I was done testing the existing auto-sorting mechanics as long as he attempted to balance it against what we already had.

You also realize he says, "So I browsed the forum, found this thread with Kevin's post in it. Then I browsed issues and commits at git. That is when I found out that there is some recent camp / NPC stuff does some loot sorting, though i did not study it thoroughly." I don't know if your are a programmer at all but studying something that is already implemented in the game before starting your project, but not "thoroughly," is kinda a very funny way of putting it if you claimed you didn't know it existed earlier. Its an open source game, anyone is 100% free to duplicate my work and claim it as their own. He wanted to take responsibility for my project, its all his now.

The whole issue with using the person who is playing's time is a hypothetical question posed to him because balance can't be achieved in his model, not that he cares. It's tough to work in github now because it is getting flooded by people from reddit that read a few lines here and there and shout-out to things they like hearing. I'm not sure if any of the people other than kevin and myself even tested the PR before commenting. Taking his PR as it is right now vs the existing auto-sorting, innumerate the reasons that you would go though all the work to achieve NPC auto-sorting. You won't have a single strong point without major changes to the the existing auto-sort functions. Who is responsible for setting balance between the two? One already exists, one is being proposed as an addition. Should one be removed from the game if it isn't useful anymore? Having duplicate code just makes the project messy, how should it be maintained?

Carrion spawning, egg laying, hatching, growing, and crop pests are all quite familiar to me... since I implemented them. Some people like them, some don't, they were necessary mechanic changes I needed to balance the large scale food production of NPC camps. I was essentially told to add bio-signatures as a way of controlling explosive population growth, so I guess I was responsible for that too among other things. Sorry you feel like it screws you over.

quote:

The Refugee Center and the related Outpost quests are pretty much my favorite part of the game these past few years.
I loved those too! I don't know if you know the story about why they ground to a halt, we used to have player currency that was just an abstract value (bottle caps, gold, casino chips, it didn't matter). Nobody particularly liked it but it was what everything in the refugee center and ranch/commune was balanced around. Someone proposed to implement a full barter system with no need for currency (the projects end goal), most people thought it was a good idea. First step was apparently removing player currency and replacing it with cash cards (which made even less sense but I guess that could be a necessary small step). Then, POOF, guy is gone just like the z-level hired programmer. Using cash cards broke the entire economy because a single random zombie can carry 20+ missions worth of cash in their pockets. I spent a couple weeks trying to restore balance to my broken project but I was a far worse programmer back then. Desperate, I asked that the change be reverted so I could at least balance the economy again but I was told that would be a step back for progress. Tried converting all payments to 9mm rounds (just make 9mm the new currency), but was told that was silly and wouldn't fly. Now we have a nightmare situation where everyone wants a say in how bartering or valuing items should occur that prevents anything from being accomplished.

acidia fucked around with this message at 05:37 on Aug 3, 2018

reignofevil
Nov 7, 2008

acidia posted:

Carrion spawning, egg laying, hatching, growing, and crop pests are all quite familiar to me... since I implemented them. Some people like them, some don't, they were necessary mechanic changes I needed to balance the large scale food production of NPC camps. I was essentially told to add bio-signatures as a way of controlling explosive population growth, so I guess I was responsible for that too among other things. Sorry you feel like it screws you over.
Oh then let me be the first to say you are a horrible game dev.

acidia
Oct 31, 2012

reignofevil posted:

Oh then let me be the first to say you are a horrible game dev.

Don't worry, I won't be bothering you any more bro.

BlondRobin
May 29, 2005

Sssh! Be vewy vewy quiet. It's wabbit season.

acidia posted:

Carrion spawning, egg laying, hatching, growing, and crop pests are all quite familiar to me... since I implemented them. Some people like them, some don't, they were necessary mechanic changes I needed to balance the large scale food production of NPC camps. I was essentially told to add bio-signatures as a way of controlling explosive population growth, so I guess I was responsible for that too among other things. Sorry you feel like it screws you over.

so I haven’t played in a while but. out of curiosity are npcs still totally unable to eat and lacking in any connection to the food system, because one of the best limitations on excessive food supply is that, actually, farmers need to eat too

you could’ve solved it that way. or if that was too complex or already done, reduced food production. neither of these solutions came up before ‘let’s add a massive selection of tedious new game mechanics’? the only way to control excess food production was this?

acidia
Oct 31, 2012
The new NPC camp/base mechanics will consume any excess food that you might have, I've never used the "NPC Needs" so I don't have any idea if that is still updated or not. I think someone else just added that as an afterthought when I was adding NPC guard positions or started the Refugee Center. They thought I was working on NPC AI/logic which I've never really done much with (which may still be more than just about anyone else, idk).

quote:

let’s add a massive selection of tedious new game mechanics
Wait, are you seriously having issues with it? We had mostly positive feedback, outside of a few trolls. It shouldn't be excessively tedious since the only place you really want to prevent carrion spawn is in your home base. Roaches can generally be ignored as wildlife unless you plan on staying in the area. Being able to build an expanding chicken, cow, bear, or triffid farm is something that most of the community rallied behind. I had a few troll that started reporting bugs that their games were being overrun by swarms of roaches, I spent an entire Saturday trying to track down the source of the bug but never could. Extremely frustrated I was begging them for more info so I wouldn't break the game for anyone else. Turns out, those where "hypothetical scenarios" they weren't actually being overrun they just thought they would be. That's just another reason why I hate the game's community and couldn't give less of a gently caress at this point. Just turn it off in the world options if you don't like it, it won't change anything in the game excepts what I added. I'd recommend you try making your own triffid farm in a burnt out cathedral or something before you give up on carrion spawn. I'm 90% sure I never added the second floor to the cathedrals in the base game so you could build an entire farm/ranch in one after burning it out.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Rotting eggs spawning chicks actually legitimately rules, but cockroaches and plague vectors and whatnot are loving terrible holy poo poo. Any poor fucker who plays without disabling reanimation is in for an eternal hell of swarming armoured demon roaches that spawn more swarming armoured demon roaches.

Source: I was the poor fucker.

BlondRobin
May 29, 2005

Sssh! Be vewy vewy quiet. It's wabbit season.

acidia posted:

Wait, are you seriously having issues with it? We had mostly positive feedback, outside of a few trolls.

I don't think you understand what 'tedium' means. It isn't a slang word meaning 'bad game.' It means a distraction from the engagement cycle, more usually a reoccurring one. Tedious mechanics can even be rewarding of themselves, which is one of the things that can make them hard, because you will get people who play for that and find the other cycles tedious*. That's where you need a clear development plan to decide what your emphasis for this game is, one of the thing Cataclysm lacks on a critical level.

People who want to play Apocalytpica Stardew Valley aren't wrong, just as people who want to play Desert Bus: Through Hell aren't. A game can even have support for both of these by isolating them and allowing the player to engage with either one, or both to the extent they choose. I didn't say 'man, this whole ranching thing is tedious!' Far from it, it sounds like that is a roaring success.

But, you didn't say 'I added in a ranching system involving hatching eggs that also has flexibility in allowing you to have spawning enemies/infestations.' You said 'I built a system to keep food overproduction (and associated population explosions) in check that also incidentally allows you to farm spawning enemies.' That isn't just a phrasing, either, because from at least one testimony here (see above), that system has significant knock-on effects with how people doing less ranching and base hoarding interact with the world.

Is it tedious because you're a magic bad person who built bad code and bad bad the bad? No, it's tedious because in solving Base Problem, this solution created undesired mechanics that are at best only somewhat ignore-able and at worst require significant effort for people not involved with that problem at all. Even a small task can become a significant drain when repeated over and over, especially if it ends up breaking pacing at a critical moment.

We could also talk about how this is feature bloat, and solving problems with expanded systems is like trying to empty a cup of water by filling it with water from the faucet so *technically* the original water mostly overflowed and is gone. But that's neither here nor there. Just understand in future projects that tedium has an important meaning, and isn't just an insult.

I apologize if my previous post or this one came/come off as needlessly hostile, however; it also sounds like you built the system you were told to make, not that you personally decided would be the best solution. It also sounds like with the ranching effect you made a pretty cool result out of a not great project. The problems with this is much more endemic to Cataclysm than any one thing or one developer, and I let myself get sarcastic, instead of constructive. I'm sorry.

* - see also the modded minecraft community. incidentally, if you're still looking for projects to work on, that might be a good area to look into.

acidia
Oct 31, 2012

quote:

No, it's tedious because in solving Base Problem, this solution created undesired mechanics that are at best only somewhat ignore-able and at worst require significant effort for people not involved with that problem at all.

Again? The majority of the player base has been supportive of not just having ranches but also having scavenger monsters spawn from rotting food. Just because you don't like it, doesn't represent the rest of the community. At best it isn't ignore-able, at best you enjoy the challenge of trying the keep the inevitable rot from destroying your food supply or visit old grocery stores that have already been infested. If you don't like it, don't ignore it, turn it off. This isn't a problem, spend 3 seconds dropping your carrion spawn to 0, not complaining that other people like different things but already make accommodations for you.

Dude, everything added to the game is feature bloat to someone, it isn't a finished game that isn't something to complain about.

quote:

so I haven’t played in a while but.
Wait, are you telling me that you have tried this feature and these are your experiences? It sounds like you haven't even tested it and are feeding me a bunch of opinions that you dredged from the internet without doing the slightest bit of fact-checking.

quote:

Source: I was the poor fucker.
Let's see it, tell me how to recreate the overwhelming demon roach swarm.
Another case of PK's re-balance or an up spawned rate? I've had a few people not realize they where using heavily modified games and reporting the intended effects of the mods.
I can tell you the mechanics behind it if you want, its REALLY hard to get good swarms given how it works.

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging
Well, see, you go into town and kill all the zombies, and then you butcher all the zombies to keep them from coming back, and then there are a million roaches next time you go in, and you think, "that's odd" and kill them with great effort and then butcher them hoping for chitin because you don't yet realize you have to individually burn every single piece of tainted meat in the world now.

Then you also start seeing roach eggs everywhere and you burn those too, and eventually you realize you're now spending much more time on tedious cyclical maintenance tasks than you are on actually playing the game and engaging with its content, and you think, "actually, gently caress this" and uninstall it.

Angry Diplomat fucked around with this message at 13:13 on Aug 3, 2018

PolarPear
Apr 4, 2010
Have the devs added anything fun in the experimentals? Should I just stick to the stable version if I want to be a coked up bionic karate squid accidentally powersliding my hippy van with road rollers and multiple V12 engines into a gas station?

Angry Diplomat
Nov 7, 2009

Winner of the TSR Memorial Award for Excellence In Grogging

PolarPear posted:

Have the devs added anything fun in the experimentals? Should I just stick to the stable version if I want to be a coked up bionic karate squid accidentally powersliding my hippy van with road rollers and multiple V12 engines into a gas station?

Almost everything in that last sentence has been nerfed, made much more dangerous, or made wayyyy harder or more tedious, but on the other hand I think you can farm chickens now.

IMO the recent experimentals have mostly been an exercise in frustration for anyone who likes the crazier parts of the game. Although supposedly the Bright Nights mod helps a bit.

PolarPear
Apr 4, 2010

Angry Diplomat posted:

Almost everything in that last sentence has been nerfed, made much more dangerous, or made wayyyy harder or more tedious, but on the other hand I think you can farm chickens now.

IMO the recent experimentals have mostly been an exercise in frustration for anyone who likes the crazier parts of the game. Although supposedly the Bright Nights mod helps a bit.

I see bionic/mutant chicken armies doing your bidding clearing a town while you stroll around equipping all the gimp suits and looting all the drugs, but it sounds like that's not what they're aiming for. It already has seeds I assume you can plant so with animal husbandry it seems like they're remaking Stardew Valley but without the charm. It's a shame, there is potential but if all that fun stuff is annoying to access then I don't have much hope.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Whats the state of Bright Nights? I hadn't heard of it until it was mentioned here, and it doesn't seem to have been updated since October last year.

e: although by the looks of it, the official forum has been dead for a year as well.

PiCroft fucked around with this message at 20:43 on Aug 3, 2018

Marenghi
Oct 16, 2008

Don't trust the liberals,
they will betray you
I haven't played with the new carrion spawning but it did come across as tedious realism when I first heard of it. And only heard complaints, but then again it's probably the type of changes that only elicits neutral or negative emotions.

I can see why it's there. I hadn't realised ranching had moved on so much. As far as farming in game I never had the patience for hanging around them as base. Usually to far from town for raids and you could grow abundant crops in a dozen or so squares beside any impromptu base on the edge of town.
NPCs handling a lot of the nitty gritty seems like a good use for farming. But carrion sounds like a pain if it leads to grocery stores and house being full of rotted food and vermin.

Then again you say you can set their spawn rate to zero so it's a moot point. And you seem invested in making NPC's and the quest system worthwhile, which have been woefully ignored for the longest time. So it's a shame the toxic dev community have put you off contributing. To be honest making progress on this game seems like a Sisyphean task.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
Idle NPC's should do organize as a part of being in a settlement, tbh. Paying someone to clean their house that you gathered the materials for is a bit silly. Also it'd mean that player sorting could be left as is and there's still a reason to get NPC's (Because they'll organize their poo poo and yours across their entire camp.)

Anyways, you seem to take criticism very personally, which is a huge problem with group projects. I feel sorry for whatever project you wander into next, chalking up every criticism to trolling from the Reddit and any disagreement as a hostile takeover. Your work and ideas are good fun, but you've got paper thin skin. I hope that maybe if this happens again to you on your next project, you find the ability to take a step back and not turn it into a huge drama bomb.

PiCroft posted:

Whats the state of Bright Nights? I hadn't heard of it until it was mentioned here, and it doesn't seem to have been updated since October last year.

e: although by the looks of it, the official forum has been dead for a year as well.

It's still updated, it re-adds the old method of surgery for bionics back in.

Also I think there's some anti tedium mods being worked on by Candleburry that might make the bionics more interesting as well. People are not having a good time with the new system. Maybe this will be the start of a counter push to make the game, well, a game again.

Archenteron
Nov 3, 2006

:marc:
I wish Wayward was finished and/or open source. It seems like it has potential as a lighter GUI'd survival crafting sim that could be overhauled from Robinson Crusoe as it is now to Zombie Apocalypse

Vib Rib
Jul 23, 2007

God damn this shit is
fuckin' re-dic-a-liss

🍖🍖😛🍖🍖
Inventory management and working out which containers piles to dump things into whenever I came home from a raid was always my biggest timesink. It helped a lot when I realized crafting would draw from a large radius, but limited storage and spacing always made me sort obsessively. Remembering my own system could be a pain.

I was going to try and update to the latest version (I haven't brought my install up in 6 months, apparently), and then slowly tweak all the mods I have up to parity and roll back some changes I hate (for instance I was going to compare what they did to 00 shot and restore it), but at this point it doesn't seem worth it. Almost none of the changes I've been hearing about interest me here. Nothing that really bugged me in the first place has been fixed. I'd probably be better off just tweaking what I have now forward than bringing what they've got backwards.
So on a practical note, anyone have any insight or technicals on what they specifically changed re: aiming? My understanding is higher precision is possible now and high accuracy guns/rifles can finally shoot more than half a screen away. Someone said they fundamentally changed how accuracy/dispersion works.

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020
Yeah, it really depends on how far back you need me to go, but essentially they did the math with arc seconds. It was screwed up at first, but now guns are in a comfortable place, with a resent change so that accuracy mods are less important than they used to be, so that a skilled shooter can be accurate with a base gun, and you don't have to rove the apocalypse for a trunk full of tactilol addons.

Also bows got changed recently to have more mods relating to sighting and such, and split into two lines, the lighter damage faster firing kind, and the big heavy slower firing kind that do a lot of damage.

Also the new sorting system is looking good but I haven't played with it yet. I just wish there was a key I could press that'd have my character auto gather all the rotten stuff on a screen al la caves of qud's auto explore. Just have my dude drop it on the fireplace for burning.

Also there are, in my opinion, a lot of good changes. Farming and ranching, npc settlements, vehicle reworks, the mod that makes it so the auto doc installs stuff with out a failure chance if you have bright nights installed (So you can self surgery the small stuff like it used to be, and use auto docs as a one off for the big hard to install stuff.)

I mean, there's years of updates. The stables don't have reach attacks, for fucks sake. Reach attacks. I couldn't go back to the last stable. Sure, there's some annoying stuff in, but I still have a lot of fun with the game, and Bright Nights is settling into removing most of the tedious changes/gamifying things.

Anyways, to each their own, but for new people wandering in to this ancient thread I still recomend grabbing the latest expermentals. And using the bright nights and dependencies. Craftable guns, all the vehicle stuff, and bright nights. It's a solid mix.

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Killer-of-Lawyers posted:

Yeah, it really depends on how far back you need me to go, but essentially they did the math with arc seconds. It was screwed up at first, but now guns are in a comfortable place, with a resent change so that accuracy mods are less important than they used to be, so that a skilled shooter can be accurate with a base gun, and you don't have to rove the apocalypse for a trunk full of tactilol addons.

Also bows got changed recently to have more mods relating to sighting and such, and split into two lines, the lighter damage faster firing kind, and the big heavy slower firing kind that do a lot of damage.

Also the new sorting system is looking good but I haven't played with it yet. I just wish there was a key I could press that'd have my character auto gather all the rotten stuff on a screen al la caves of qud's auto explore. Just have my dude drop it on the fireplace for burning.

Also there are, in my opinion, a lot of good changes. Farming and ranching, npc settlements, vehicle reworks, the mod that makes it so the auto doc installs stuff with out a failure chance if you have bright nights installed (So you can self surgery the small stuff like it used to be, and use auto docs as a one off for the big hard to install stuff.)

I mean, there's years of updates. The stables don't have reach attacks, for fucks sake. Reach attacks. I couldn't go back to the last stable. Sure, there's some annoying stuff in, but I still have a lot of fun with the game, and Bright Nights is settling into removing most of the tedious changes/gamifying things.

Anyways, to each their own, but for new people wandering in to this ancient thread I still recomend grabbing the latest expermentals. And using the bright nights and dependencies. Craftable guns, all the vehicle stuff, and bright nights. It's a solid mix.

I can confirm, I'm playing the new experimental with Bright nights and firearms actually work. I actually feel like it's worth keeping guns around now.

What's this new sorting system? I've just rediscovered the joys of obsessively keeping stuff in the correct pile/trunk space and if there's a new system I'm not aware of that makes it easier I'd love to try it.

E: Also, have E-Ink PCs, SD cards and USB sticks been given a use yet? I've found that by 'a'ctivating an E-ink tablet and giving it a bunch of SD cards, one was encrypted and everythign else was empty. Is there anything useful on these yet?

PiCroft fucked around with this message at 23:23 on Aug 6, 2018

Killer-of-Lawyers
Apr 22, 2008

THUNDERDOME LOSER 2020

PiCroft posted:

I can confirm, I'm playing the new experimental with Bright nights and firearms actually work. I actually feel like it's worth keeping guns around now.

What's this new sorting system? I've just rediscovered the joys of obsessively keeping stuff in the correct pile/trunk space and if there's a new system I'm not aware of that makes it easier I'd love to try it.

https://github.com/CleverRaven/Cataclysm-DDA/pull/24488

I don't think it's been merged yet. Holding off on my next play till then. Or I may manually test it, because it's good. This is also where all the upthread drama came from.

Also these are a good gauge of the bright nights mod forming to move towards a more game like cataclysm:

https://github.com/CleverRaven/Cataclysm-DDA/pull/24622 Faster Healing

https://github.com/CleverRaven/Cataclysm-DDA/pull/24640 Better antibiotics/a cure all pill rarely found in labs that can be a saving throw in a bad situation.

https://github.com/CleverRaven/Cataclysm-DDA/pull/24400 Safedoc Autodoc mod, its a mod for bright nights that makes the auto docs into a safe way to install bionics, as bright nights retains the old bionics installation procedure anyways.



Also I like this change: https://github.com/CleverRaven/Cataclysm-DDA/pull/24391
You can finally transport livestock around. Finally I can move the cows and have dairy with me after the milk spoils!

Anyways there's a lot of other changes that have worked their way down the pipe. There's some stinkers, some drama, and a lot of my vision, but if the bright nights stuff continues then we may end up getting a lot of best of both worlds.

After all, sometimes I don't mind a grognardy run, where I spend days nursing a broken limb in an abandoned mansion, reading books and keeping warm by the fire. Other times I just wanna slap a first aid kit on me and continue wading through the horde. With the way things are panning out, I can do both.

Edit: E ink sd cards can have recipes, pictures, and music on them.

Music lets you use the e ink as a mp3 player, pictures provide moral, and recipes are recipies.

Also you can use the camera pro to take your own photos of monsters if you like.

There's also some work being made on letting you Ebookatize real books with the e-ink, so you can carry your recipes around with you.

Adbot
ADBOT LOVES YOU

PiCroft
Jun 11, 2010

I'm sorry, did I break all your shit? I didn't know it was yours

Killer-of-Lawyers posted:

https://github.com/CleverRaven/Cataclysm-DDA/pull/24488

I don't think it's been merged yet. Holding off on my next play till then. Or I may manually test it, because it's good. This is also where all the upthread drama came from.

Also these are a good gauge of the bright nights mod forming to move towards a more game like cataclysm:

https://github.com/CleverRaven/Cataclysm-DDA/pull/24622 Faster Healing

https://github.com/CleverRaven/Cataclysm-DDA/pull/24640 Better antibiotics/a cure all pill rarely found in labs that can be a saving throw in a bad situation.

https://github.com/CleverRaven/Cataclysm-DDA/pull/24400 Safedoc Autodoc mod, its a mod for bright nights that makes the auto docs into a safe way to install bionics, as bright nights retains the old bionics installation procedure anyways.



Also I like this change: https://github.com/CleverRaven/Cataclysm-DDA/pull/24391
You can finally transport livestock around. Finally I can move the cows and have dairy with me after the milk spoils!

Anyways there's a lot of other changes that have worked their way down the pipe. There's some stinkers, some drama, and a lot of my vision, but if the bright nights stuff continues then we may end up getting a lot of best of both worlds.

After all, sometimes I don't mind a grognardy run, where I spend days nursing a broken limb in an abandoned mansion, reading books and keeping warm by the fire. Other times I just wanna slap a first aid kit on me and continue wading through the horde. With the way things are panning out, I can do both.

Edit: E ink sd cards can have recipes, pictures, and music on them.

Music lets you use the e ink as a mp3 player, pictures provide moral, and recipes are recipies.

Also you can use the camera pro to take your own photos of monsters if you like.

There's also some work being made on letting you Ebookatize real books with the e-ink, so you can carry your recipes around with you.

Awesome, thanks. I'm happy there's an ongoing attempt to re-add fun to the game - the sorting feature looks great!

Sadly:

quote:



Does this apply to vehicle parts? I like to keep different things in different storage spaces, so this would be a godsend if so.

Zones currently do not support vehicles. But it is quite possible I'l add the feature later, after I build new deathmobile. Unless someone beats me to it.

Looks like you can sort piles but it doesn't support vehicles, which is a shame. Still, it'll make life so much easier when dealing with bases!

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply