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In the somewhat infamous PK's Rebalance mod, acid rain returns but it only deals pain, not damage. Still very bad to be caught out in. That said the benefits (infinite free acid water) are pretty minimal given how easy it is to get batteries and acid in numerous other ways.
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# ? Feb 10, 2019 01:55 |
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# ? Apr 26, 2024 15:13 |
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battery recipe just got ripped out anyway
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# ? Feb 10, 2019 07:25 |
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break-up breakdown posted:battery recipe just got ripped out anyway Is there at least something new in its place or is this a gigantic middle finger to makeshift welders.
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# ? Feb 13, 2019 18:15 |
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Would it make that much of a difference? Batteries are a lot less hard to find than battery acid.
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# ? Feb 13, 2019 18:26 |
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just mod your makeshift welder to work off car batteries ez pz
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# ? Feb 13, 2019 18:33 |
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christ fabrication is a toilet fire id really like to see a thing whereby tools with a higher quality than the minimum impart increased crafting speed. that'd make room for things like power hammers or angle grinders being super useful without making them necessary for higher end craftin
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# ? Feb 13, 2019 19:40 |
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like what the gently caress is the crucible its 2 liters of volume so like a cylinder with a 4 inch diameter and 10 inches high. made out of a car door and a sheet of metal. with thickness, the inner volume would hold what, 2 inch diameter by 8 inches? a half liter? its made of random steel so it can't really hold melted steel like carbon steel would, and once the steel is melted you'd either need to cast it into a mold (which doesnt exist) or cut it out of the can. but to make a 200 liter steel tank, you just need a crucible and heat and a whole shitload of scrap steel. same with a steel chain??? what is going on, nothing makes sense or the swage and die set, which is a bunch of swages used to increase tube radii (a very specialized thing) as well as a bunch of dies which are...???? you dont have a press or any other kind of machine for a die, so i cant fathom what they could be. plus, they're required to make all kinds of things like swords, which don't really need any special tools except grinding and maaaaaaaaaybe punches or fullers, neither of which are in the game ahhhhhhhhhhhhhhh
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# ? Feb 14, 2019 04:39 |
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I'm pretty sure there's already an update underway about making fabrication tools more granular and specialized (chemistry was the one I heard this discussed about, then likely other fields), so hey don't worry, crafting will be even harder in the future to satisfy "realism".
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# ? Feb 14, 2019 08:03 |
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How do you thaw frozen food without a hotplate? A pot over a fire doesn't work.
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# ? Feb 14, 2019 14:02 |
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queserasera posted:How do you thaw frozen food without a hotplate? A pot over a fire doesn't work.
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# ? Feb 14, 2019 15:22 |
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Vib Rib posted:I'm pretty sure there's already an update underway about making fabrication tools more granular and specialized (chemistry was the one I heard this discussed about, then likely other fields), so hey don't worry, crafting will be even harder in the future to satisfy "realism". im already shuddering it would be so much easier to just have forging work by you working a single appropriately sized item. like having all 1h swords being made out of a blade, with an anvil and hammer and forge charges. if you want to make a blade from a handful of scrap metal, that would take hammering out a single use can to forge weld it, but would also be a wholly separate craft. making giant tanks out of welded together sheet metal is just more intuitive than casting 200L drums with your coke can sized crucible, and handling sheet metal is easier than handling however many hundreds of chunks of steel i cant wait to see what horrible bullshit gets added
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# ? Feb 14, 2019 15:41 |
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Just downloaded the latest build from Jenkins and LOL the mod that removes the necessity for a balanced diet is on by default. Also, good to see they gave you the option to choose whether you want to use the terrible point pool system. Oh, and you can add safe autodoc and easy CBM installation mods. It's almost like nobody like those changes.
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# ? Feb 14, 2019 16:00 |
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I like the point pool system since it makes you actually start out with skills and sometimes it's not completely stupid to start with 95% of the backgrounds.
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# ? Feb 14, 2019 19:48 |
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i'd like the point pooling better if there were a way to build stats in game. i'd happily take less than 14 strength if i could pump iron and get there, and not make my mid game a complete bookkeeping nightmare. until that happens i'll keep taking a 14/14/14/7 ubermench with an entirely empty skull simply so i am not permanently crippled.
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# ? Feb 14, 2019 23:12 |
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Mutations and CBMs. Depending on what mutation route you do, getting +12 or more to a single stat is almost trivial. In terms of difficulty, anyway. Lots of busywork, though.
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# ? Feb 14, 2019 23:40 |
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CBMs are +2 and can only apply once, it's really very little. mutations are a complete pain in the rear end because of that busywork; i remember trying to get robust genetics from normal mutagen and giving up after double fisting the mutagen and purifier for the better part of a real time hour.
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# ? Feb 15, 2019 00:07 |
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I misremembered how much Insanely [whatever] gives, or it was changed since I last played, but it's fairly doable to get +7 from that and then another +2 from a CBM, for a total of +9. With how valuable stats are at a level like that and how hard it would be to get there, it's not difficult to see why there is no weight-lifting or anything like that. The ease of doing so would be completely out of proportion with how difficult permanent stat gains are clearly meant to be. Personally, I just use the option to start with a higher stat total, because you're right that it just makes the game more fun and playable, but the system does make sense as designed. Cardiovorax fucked around with this message at 00:25 on Feb 15, 2019 |
# ? Feb 15, 2019 00:19 |
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The system "makes sense as designed" insofar as it was designed essentially at random with no clear design philosophy or specific end goal, yes
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# ? Feb 15, 2019 01:27 |
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Coolguye posted:i'd like the point pooling better if there were a way to build stats in game. i'd happily take less than 14 strength if i could pump iron and get there, and not make my mid game a complete bookkeeping nightmare. There's a Stats Through Skulls mod. Fakeedit: 'Skills' but I like the typo too much to fix it.
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# ? Feb 15, 2019 02:07 |
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The Lone Badger posted:There's a Stats Through Skulls mod. Obviously the solution is stat gains through black magic. Stats through skills is neat but it has the problem that you can make your character overpowered very quickly just by reading beginner books because every skill increases your stats. I think it would work better if your stats were only increased by your best 3 skills for each stat.
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# ? Feb 15, 2019 02:46 |
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should just get rid of stats entirely and bake their effects into discrete traits str 14 vs str 13 isn't an interesting choice, "am i strong or do i know skills" is
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# ? Feb 15, 2019 02:56 |
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Yeah the stats bug me too because they affect a lot of things and there's no way to improve them through "natural" means (aside from the aforementioned stats through skills mod which can result in the opposite problem of all your stats just being crazy). Things like you need a certain minimum value of strength to be able to drag certain furniture around, but you have no way to actually get stronger without installing CBMs or mutating, so if you can't drag a bookshelf at character creation then you will NEVER be able to drag a bookshelf. I feel like the intention behind them is supposed to be a Fallout sort of thing where your SPECIAL stats dictate your overall character build but the trouble is in Cataclysm there's too few stat points to really play around with and you will seriously cripple yourself if you drop points from stats to build up others. The game isn't really designed for that kind of specialization.
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# ? Feb 15, 2019 03:06 |
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Honestly if there was any actual desire to view this as a problem there are a host of possible solutions; the solutions aren’t “create an exp system” and “I surrender all responsibility for game design.” You could create special one-off drugs as rewards in labs and other high value locations. You could create a n ‘achievement’ system where doing certain things is a specific event that raises stats. You could put in natural soft or hard caps. There’s a million ways to solve the problem, if you view it as a problem. The problem really boils down to the people behind the game having no interest in player experience except as a group identity check, so you “know the right build” to show you’re one of “the in-crowd”, and using difficulty to hide the games’s total hollowness in terms of content past the start-to-car experience. They don’t want to make the game more playable, or the PCs more powerful, or open up more build variety, because the point is to keep people from getting to the parts that aren’t actually there and demanding they actually do those parts. This is why encumbrance is now militant nudist propaganda where boxer shorts are half as encumbering as a heavy winter jacket, why first aid kits were all but deleted from the game and replaced with a box mostly made of totally useless tools and a bandage.
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# ? Feb 15, 2019 03:54 |
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quote:if you can't drag a bookshelf at character creation then you will NEVER be able to drag a bookshelf quote:the trouble is in Cataclysm there's too few stat points to really play around with Cardiovorax fucked around with this message at 10:06 on Feb 15, 2019 |
# ? Feb 15, 2019 09:50 |
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Cardiovorax posted:I mean, I get the concern, but there's literally an in-game option that lets you set your available starting points to any value you wish. Why not just use it? BlondRobin posted:"I surrender all responsibility for game design."
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# ? Feb 15, 2019 14:27 |
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If you had more skill than needed (or were willing to take some other kind of penalty) to craft but didn't have QUITE the perfect tool for the job, I wish it would let you sort of 'improvise' with a less-perfect tool. Ingenuity should be a thing, and it would make the fabrication game less of a ridiculous shopping checklist simulator.
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# ? Feb 15, 2019 19:47 |
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All I'm hearing is "the game comes with a difficulty option baked in, but I'm too proud to use it."
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# ? Feb 15, 2019 21:10 |
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Cardiovorax posted:All I'm hearing is "the game comes with a difficulty option baked in, but I'm too proud to use it."
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# ? Feb 15, 2019 21:47 |
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Cardiovorax posted:All I'm hearing is "the game comes with a difficulty option baked in, but I'm too proud to use it." maybe fix your text to speech software? when a game offers a choice, it's the responsibility of the game's design to make that choice interesting and substantial if there's a solved 'correct' solution, that should be a default from which the interesting choices are variants from. someone who puts a few points in driving and perception instead of strength and dodge is actively hurting themselves, but that choice isn't being presented as such. things like the options to increase monster health or damage, starting naked/afraid, or taking the really bad day scenario are appropriate places for those choices. something masked as ~stat points~ isn't.
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# ? Feb 15, 2019 21:52 |
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Apparently, we're nearing 0.D release, at least according to the forums. There's also a survey about what people want in 0.E.
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# ? Feb 28, 2019 01:00 |
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DawnOfMinstrel posted:There's also a survey about what people want in 0.E. an endgame
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# ? Feb 28, 2019 01:40 |
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Having it not run like garbage.
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# ? Feb 28, 2019 01:46 |
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DawnOfMinstrel posted:Apparently, we're nearing 0.D release, at least according to the forums. There's also a survey about what people want in 0.E. Fix zombies getting into cars when they are pointed diagonally.
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# ? Feb 28, 2019 01:46 |
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In regards to stats chat, one idea I had which I wonder if it would fix things is a mix of that mod and how it works now. Basically have stats up to a certain threshhold be raisable by skill increases or some other way that is doable for players in the early to midgame, and then once they reach a sort of "natural peak" you would have to search for CBMs and mutations to increase it further. That way you would avoid the problem of being unable to drag bookshelves around while also avoiding the problem of becoming the Hulk because you read enough magazines about how to take a tire off.
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# ? Feb 28, 2019 06:10 |
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+1 for stopping with the hard cutoff poo poo. A 6STR character isn't incapable of moving a bookcase, it's just going to take more time (and noise?) than a STR8 character. Also fixes the idiot idea that I just need to make one more duffel bag before I can make a balacalava.
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# ? Feb 28, 2019 06:40 |
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reignofevil posted:Fix zombies getting into cars when they are pointed diagonally. I don't think this can be fixed in the current system. Car tiles occupy world tiles, and when they are pointed at 45deg, they expose diagonal paths. Maybe a check that says "if this tile couldn't be accessed while pointed at 90deg, it can't be accessed at all"? Not sure how the hell you would make that work with open/close doors and destroyed tiles.
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# ? Feb 28, 2019 06:45 |
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goatsestretchgoals posted:I don't think this can be fixed in the current system. Car tiles occupy world tiles, and when they are pointed at 45deg, they expose diagonal paths. Maybe a check that says "if this tile couldn't be accessed while pointed at 90deg, it can't be accessed at all"? Not sure how the hell you would make that work with open/close doors and destroyed tiles. It would be a gigantic effort for sure but since we implemented freezing toilet water I no longer have any patience for my car magically growing holes in the armor when my car isn't pointed in a cardinal direction. Devs can have all the realism or none of it
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# ? Feb 28, 2019 06:50 |
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Can someone point me at a tutorial for how you make custom areas like the labs or whatever?
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# ? Feb 28, 2019 10:51 |
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There must be a way to make some kind of vehicle covering that adjusts the 'walls' when the vehicle goes diagonal.
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# ? Feb 28, 2019 17:10 |
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# ? Apr 26, 2024 15:13 |
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Or even kludge in a conditional check that fires when a creature tries to enter a vehicle tile from outside the vehicle, manually checks whether that tile has any edges or corners not surrounded by other tiles of the vehicle in its design, and blocks the movement if it doesn't. It wouldn't be perfect, but it would probably prevent like 95% of the weird vehicle-phasing shenanigans that occur.
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# ? Feb 28, 2019 17:39 |