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Telsa Cola posted:Tools was always somewhat if a problem but I wa always swimming in guns and ammo since regular zombies carry them yeah, guns were never a problem because all you need to break into a gunshop was scrap metal.
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# ? Mar 24, 2020 09:32 |
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# ? Mar 28, 2024 12:45 |
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Did they fix it so everything is no longer hinging on finding a hacksaw?
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# ? Mar 24, 2020 12:48 |
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Arven posted:Did they fix it so everything is no longer hinging on finding a hacksaw? Ehh you still need one but the item spawnrate has been upped considerably and many more houses seem to have them in garages or sheds out back. Toolboxes also pretty easy to find now.
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# ? Mar 24, 2020 13:05 |
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Whats the catch? They don't just make things more convenient without some catch. Did they add in tool related accidents like sawing off your thumb for realism?
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# ? Mar 25, 2020 01:14 |
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Leal posted:Whats the catch? They don't just make things more convenient without some catch. Did they add in tool related accidents like sawing off your thumb for realism? If your a hoarder like me there’s too much stuff and breaks my brain.
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# ? Mar 25, 2020 01:29 |
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Leal posted:Whats the catch? They don't just make things more convenient without some catch. Did they add in tool related accidents like sawing off your thumb for realism? Removing all the recipes for fun things and generally making everything else more tedious. Luckily mods still exist even if the ~realism~ nerds hate it.
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# ? Mar 25, 2020 01:38 |
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Houses are early-game pinatas now. Stuffed with food and tools and cleaning chemicals.
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# ? Mar 25, 2020 01:43 |
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Leal posted:Whats the catch? They don't just make things more convenient without some catch. Did they add in tool related accidents like sawing off your thumb for realism? Well EVENTUALLY the plan I've heard is that towns and houses are well stocked now so that when the system that makes NPC's intelligently systematically loot places themselves they will slowly hoard all the good poo poo in their little forts or whatever overtime, and beginning squabbling with you and each other over resources. Kinda doubt it will be very elegantly done, if it ever is.
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# ? Mar 25, 2020 01:44 |
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Getting a forge set up is a pain in the rear end if you don’t spawn next to a river for clay, but there are also rare-ish clay deposits that spawn in swamps. They’ll be marked with one of the new auto-notes so you can search for them on the map screen, assuming you’ve wandered close enough to one. Zombie soldiers are more common now. They can be a pain to take down with early melee but they carry an M4, M249, or M1014 with at least some ammo so they’re worth it.
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# ? Mar 25, 2020 02:35 |
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goatsestretchgoals posted:Getting a forge set up is a pain in the rear end if you don’t spawn next to a river for clay, but there are also rare-ish clay deposits that spawn in swamps. They’ll be marked with one of the new auto-notes so you can search for them on the map screen, assuming you’ve wandered close enough to one. If you are going swamp exploring bring a long rope. It can be worn if need be. This is because swamps come with hidden sinkhole tiles and if you don't have a long rope you will be unable to escape and instant game over.
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# ? Mar 25, 2020 02:44 |
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reignofevil posted:If you are going swamp exploring bring a long rope. It can be worn if need be. This is because swamps come with hidden sinkhole tiles and if you don't have a long rope you will be unable to escape and instant game over. They might have removed that or at least severely decreased the chances of it because I havent run into this for awhile now.
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# ? Mar 25, 2020 02:46 |
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Can you not just dig holes randomly anywhere and find clay anymore?
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# ? Mar 25, 2020 03:06 |
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Nope, there’s a specific “extract clay” construction now which needs an adjacent clay tile. Also good advice on the rope, but I haven’t seen that either.
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# ? Mar 25, 2020 03:25 |
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Seatbelts are short rope. Braid a bunch together to get long rope.
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# ? Mar 25, 2020 04:16 |
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goatsestretchgoals posted:Nope, there’s a specific “extract clay” construction now which needs an adjacent clay tile. That's been a construction forever, but using a shovel on any random bit of dirt (at least when I last did it about three months ago) in the 'a'ctivate menu will give you small bits of clay along with dirt and rocks. It's much less of a pain in the butt to just spend a day digging and filling holes to get clay plus rocks for a kiln than it is to actually go around and gather rocks.
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# ? Mar 25, 2020 04:47 |
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goatsestretchgoals posted:Nope, there’s a specific “extract clay” construction now which needs an adjacent clay tile. Motherfucker, and here I was just digging up every clay tile in this half-built house like an idiot.
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# ? Mar 25, 2020 10:36 |
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I just confirmed that digging pits does give cksy lumps. If you're doing serious pottery you'll want avriverbank, but for a crucible you can just dig.
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# ? Mar 26, 2020 00:12 |
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I read back a few pages, is it safe to get back into the game right now if I've taken a break for a couple of years, or are things in upheaval?
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# ? Mar 26, 2020 05:03 |
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Things are currently very flat as they polish for an imminent Stable release.
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# ? Mar 26, 2020 05:08 |
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Is it worth it to use the experimental builds, or should I stick with the D version?
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# ? Mar 26, 2020 16:01 |
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The recent activity in this thread has made me download the latest experimental. Time to prepare myself for the future.
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# ? Mar 26, 2020 20:23 |
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One real suggestion in the name of realism and two lies.
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# ? Mar 26, 2020 22:14 |
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The serious one could work tbh. Be able to create a one tile vehicle from a tire, have it keep the momentum when you release it, and have its speed decay super slowly.
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# ? Mar 26, 2020 23:23 |
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Even better: add dynamite as a vehicle part installation that can share space with tires. Light the fuse, roll it towards a horde, and cover your ears. e: or alternatively, build a remote vehicle with a fuckton of dynamite on every tile and a dinky little Rube Goldberg spraycan flamer so it can light itself up
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# ? Mar 27, 2020 00:50 |
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You could probably set off mininuke timer, leave it in the car and jump out with it still driving for a proper vehicular nuclear missile.
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# ? Mar 27, 2020 00:56 |
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You can already make a 1-tile vehicle with a remote driving unit, a barrel of ANFO, and a radio detonator.
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# ? Mar 27, 2020 00:57 |
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The Lone Badger posted:You can already make a 1-tile vehicle with a remote driving unit, a barrel of ANFO, and a radio detonator. Yeah but you can't make a fuse-lit dynamite tire
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# ? Mar 27, 2020 02:23 |
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Angry Diplomat posted:Also iirc chicken walkers loving explode when they die - like, seriously blow the gently caress up, in a way that makes exploding turrets look like soggy firecrackers - so if you blunder into one at close range and can't lose it by escaping into a forest/the alleys/the dark of night, you're pretty much gonna die and that's that on that What's extra fun is coming across one at a barricade going around a blind corner when driving. Hope you remembered to plate your car and install camera's for driving! On the other hand, that robotics mod is rad as gently caress in that it lets you slowly build them. If only it'd give them base/car areas to independently refill ammo from without having to risk walking out into the carnage to do it yourself. Having a base in the middle of an infested city with walker's patrolling around it would be rad. Better yet, it'd be a half decent way to stop fungal invasions so long as you have a bot nearby to also use a flamethrower. Fungal biome's are only unmanageable since every infected NPC spawns them, they have towers and flowers that regularly spawn spores, and the hard counter means of dealing with them --- nuking them from far away --- doesn't actually work due to a bug. More manpower to tackle the invasion is a decent counter since the main problem is the number of ways it can spread. Better yet, since robots can't be infested and are usually resistant to fire you should logically be able to get up to some real Terminator poo poo to take them down if you could deal with the issue of ammunition. Also, what's this about a migo encampment spawning? Do NPC's actually do poo poo like set up new bases now? And if so how does that work? Edit: The main branch devs opposition to focusing on what's fun over realism is also hilarious since like every popular mod basically is quietly telling them to go gently caress themselves. There's an entire list of mods that are basically "Roll back the changes the devs made to make the game more tedious over the past two years." that are literally included in the game by default because barely anyone wants to deal with that poo poo. In addition to that all the major content mods are wild poo poo like multiple mods adding multiple types of magic, adding vampires, adding government super soldier projects gone wrong in hilariously over the top ways, adding literally the scientists from Fallout 4 with a rename, adding the literal loving Inquisition (Only they have super powers like they're straight out of the World of Darkness.), etc, etc. If they ever throw a fit and try to scrape the mods out of the base download the game is done. And I bet it burns some of them to think of that. Archonex fucked around with this message at 13:32 on Mar 27, 2020 |
# ? Mar 27, 2020 13:12 |
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Started my first lab run in literal years. For some reason a turret shot a bunch of zombies and blew the gently caress up of a bunch of walls which let me into the bunkers for a full set of army clothes. Another wall further in was destroyed and it was a room full of books. While exploring some more there was a set of stairs that led me into a locked off room with a handful of tools and an atomic car. Currently sitting down, listening to tunes while reading all these books
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# ? Mar 28, 2020 01:41 |
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Did a newish update break mods? Nearly the entire mod list I had from before updating causes the game to crash when generating worlds. This is after updating the mods. In addition to that mods like the world gen building packs and the salvaged robots mod no longer seem to work.
Archonex fucked around with this message at 12:40 on Mar 29, 2020 |
# ? Mar 29, 2020 12:24 |
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Most mods are no longer maintained, and so tend to break. There's a lunatic who keeps as many mods as possibly working as much as possible though. Try his version of the mod in question: https://discourse.cataclysmdda.org/t/mods-unleashed-compilation-v-0-2-unofficial/22725
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# ? Mar 30, 2020 08:35 |
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IIRC they also flagged mods that still work but hadn't been updated in a while as obsolete for reasoning of no longer being maintained. They are all still in the game files and you can edit the json to allow them.
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# ? Mar 31, 2020 00:30 |
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Wow this is the most cataclysmrealism.txt thing: I set a fire in a furnace inside a house and had to loving leave the room cause it was getting so hot I was getting blisters. The gently caress is this?
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# ? Mar 31, 2020 19:38 |
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forgot to set the thermostat
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# ? Apr 1, 2020 21:44 |
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# ? Apr 1, 2020 21:53 |
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Realism aside, I'm currently making a firing line with another survivor I found in the wild and a chef with 2 broken legs that I found balls deep in the city, I'm smoking joints to dull the pain while fishing rounds out of my trunk to keep everyone loaded. Game owns.
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# ? Apr 2, 2020 21:35 |
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Do craters on the map usually correspond with a lab relatively close by? Still playing in the 0.D version if it counts.
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# ? Apr 3, 2020 23:01 |
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Not as far as I am aware.
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# ? Apr 3, 2020 23:07 |
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Craters seem to be random. Military (corpses) and helicopter crashes seem like they mean some military building is close by but that might also be confirmation bias.
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# ? Apr 4, 2020 02:13 |
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# ? Mar 28, 2024 12:45 |
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Might actually work the other way around, I found a huge-rear end research lab practically covered with craters, portals, and crashed helicopters.
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# ? Apr 4, 2020 13:21 |