|
I use this square ASCII tileset. It looks pretty much exactly like default ASCII while being square. e: Whoops, thought I was in the dwarf fortress thread. I'm dumb.
|
# ¿ Aug 9, 2014 20:50 |
|
|
# ¿ Apr 25, 2024 13:59 |
|
Welp. I went into town at night thinking it would be pretty safe, and the first building I go into has a loving zombie hulk camping the door. Is there anything I can do to survive this? My current inventory.
|
# ¿ Mar 9, 2015 19:13 |
|
I moved one to the southwest. Since I'm in extreme pain, he got three moves to my one. He punched me twice in the head, both of which my greathelm blocked, and once in the torso, but I somehow survived that hit. I guess I could try setting fire to the building and hoping to at least take him down with me, but I don't think I can set fire to a building with just a lighter while it's raining. EDIT: I died. I managed to get two more moves and set fire to the remains of the door that the hulk smashed down, but the building didn't catch since it was raining. Oh well. Time to roll a new character! Spoggerific fucked around with this message at 19:39 on Mar 9, 2015 |
# ¿ Mar 9, 2015 19:34 |
|
I'm happy to say I'm doing a lot better on this new character after getting hulked to death on the previous one. I'm just not sure where to go from here. I've explored all of the easily-reachable areas currently available to me; everything else is either directly blocked off by something nasty like a roadblock with turrets, or it's near something I haven't dealt with yet but I'm pretty sure is dangerous. My current options are basically:
I'm currently leaning towards the science lab choice, since I've been to those before and know at least a little bit of what I'll be getting into. These two images are what my explored map looks like right now, for anyone that cares. http://puu.sh/gJdT4.png http://puu.sh/gJdUu.png
|
# ¿ Mar 21, 2015 10:08 |
|
Will I get the new structures and layouts if I go explore new areas after upgrading versions with an old save? Or do I have to start an entirely new save to get all that stuff? I know mechanics changes like the running thing carry over.
|
# ¿ Apr 7, 2015 23:44 |
|
nftyw posted:Take some of that Adderall you've been hoarding to boost your intellect so you don't accidentally confuse your intestine with the colon when CBM installing. Mistakes can be rather dreadful. It should also be noted that installing a CBM takes no time, so it's an effective strategy to hoard up a bunch of difficult CBMs and install them all in a single drug fueled binge. Also, unless it's changed since I last played, the failure penalty for installation depends on the chance of failure - if it's below 20%, the worst that will happen, aside from losing the (potentially rare) CBM you're attempting to install, is a medium amount of damage and pain. As long as you do it in a safe place, you'll be fine. If the failure chance is over 20%, you start running the risk of losing previously installed bionics or... worse.
|
# ¿ Apr 9, 2015 17:09 |
|
I like the zombie revive thing at the beginning of the game. It gives some interesting decision making, like "do I try and stay long enough to smash this zombie brute I just shot, or do I get the hell out of here before things are attracted to the gunshot?" Once you get to the point where you can wade through an entire sea of zombies with your diamond katana and suit of power armor, though, it's just pure tedium to smash three dozen corpses across four screens.
|
# ¿ Apr 13, 2015 21:02 |
|
I believe solar panels also only work while in your reality bubble, so they won't charge while you're more than ~60 tiles away.
|
# ¿ Apr 21, 2015 15:57 |
|
I'm trying to start a new game in the latest experimental build and I don't see an option to disable zombie respawning from corpses. Am I missing it somewhere or has the option been removed? While we're at it, any recommendations for mods to activate or settings to use? I haven't played since before the experimental Z levels feature, so I'm curious how good that is. Spoggerific fucked around with this message at 00:27 on Jun 30, 2016 |
# ¿ Jun 30, 2016 00:22 |
|
Do bandits have the ability to hide, or anything like that? I found a bandit camp and started clearing it out at range with my M4, but because of how much damage NPCs can apparently take, I had to drive home and reload on ammo before coming back the next day. While fleeing, a single bandit followed me out, but I got to my car and escaped. After coming back the next day, I found the bandit who chased me outside of the compound and took him down with little incident. When I started going back towards the compound's entrance, I saw a fish in a nearby lake and safe mode stopped my movement. I deactivated safe mode and took one step, then my game stopped for several seconds and I got a "please wait" prompt similar to when you sleep. When the prompt finished processing, I had been shot several times and died before I was able to react. There was absolutely nothing in view except for the fish that triggered my safe mode. I also got a message saying that a thug had missed me.... seventeen thousand times. Even if bandits do have the ability to hide, or for some reason I just completely missed him, surely this has to be some kind of bug? I'm playing on an experimental build from a few weeks ago. EDIT: I was able to savescum and recover from an autosave just a few moments before my death. Moving directly towards where I died the first time, two out of three times the exact same thing happened. The other time gameplay seemed to proceed as normal. Spoggerific fucked around with this message at 15:09 on Nov 26, 2020 |
# ¿ Nov 26, 2020 14:40 |
|
Does anyone have experience with reporting bugs in Cataclysm? What happened to me above seems to be at least partially reproducible, and I have a save where it happens. Should I go to their dev discord, open an issue on github, or is it maybe too much of a pain to bother?Galaga Galaxian posted:There are bandits now? Yeah. I'm not sure how long they've been in, since the last time I played was 2-3 years ago when NPCs were only barely functional and disabled by default. This is my first time encountering any kind of NPC whatsoever in my world after about 90 in-game days of play, but apparently they're really good now, to the point where you can recruit them and make a settlement and even have them do things like help you with crafting tasks.
|
# ¿ Nov 27, 2020 01:23 |
|
Thanks for the link to the bug report form. I just cleared out the garbage dump that the bandits had taken for a base - they had an entire armory's worth of guns and decided to come at me with sharpened rebar and wooden spears.
|
# ¿ Nov 27, 2020 03:03 |
|
I believe that NPCs have separate limb damage, just like the player, and they only die when their torso or head is completely destroyed, or they bleed out. I'm not sure if there's any way to actually check the HP of their individual limbs, though. If you get some bad luck and keep shooting their arms, they can take a ridiculous amount of punishment, or you can get lucky with a headshot. They can also wear armor; one of the bandits in the encampment I took out had an ESAPI vest and an army helmet and he took nearly two magazines to take down. E: f;b
|
# ¿ Nov 27, 2020 03:53 |
|
I've cleared out all of the places within reasonable walking distance of my base, and now I'm starting to have to drive long distances. This isn't much of a problem in itself, since driving in this game is actually kind of fun, but driving is technically training my vehicles skill, which drains my focus all the way down to the 10s-20s range. This results in me getting absolute poo poo EXP for combat when I finally start fighting things. Anyone have some solutions to this? Right now I'm pretty much parking my car outside of reality bubble distance, then spending an hour reading morale boosting books while listening to music before heading on in to town. It kind of works, but it wastes time, and it's tedious.
|
# ¿ Nov 27, 2020 09:20 |
|
Wow, I had no idea you could disable skill gain in the @ menu. That's... really useful, at least for vehicles. I'm not sure where else you'd want to use it.
|
# ¿ Nov 27, 2020 09:35 |
|
I made some haggis. I ate a single serving and immediately became overweight.
|
# ¿ Nov 30, 2020 14:34 |
|
I have magiclysm on, and finally found my first artifact, halfway through summer. It was inside a tear in reality that was covered by a giant pile of breathers. I cleared the breathers out, picked up the artifact, and tried activating it. All it did was emit a giant cloud of radioactive gas and give me some lovely mutations.
|
# ¿ Dec 1, 2020 03:21 |
|
My current game was a crashed helicopter start, which meant I didn't start with an NPC (unless I missed him). I've been playing for a while now, and I'm at mid-summer at this point. I've finally run into my first non-hostile NPC, completed a quest for him, and convinced him to join forces with me. The last time I played Cataclysm was years ago, and NPCs were disabled by default and would just crash your game if you enabled them. God drat, they sure have fleshed out NPCs now. The developers deserve all the poo poo they get for being obsessed with realism and removing all of the fun stuff from the game, but I'm impressed with how far NPCs have come. Does anyone have some tips or information for what to do with my new follower? It looks like there's so much stuff you can do with them, and I'm not sure where to start.
|
# ¿ Dec 1, 2020 09:25 |
|
Leal posted:You can use the zones system to set up zones that are unsorted and throw stuff in it or set up your vehicle's storage as unsorted, then place zones for ammo, clothes, etc. and tell your followers to sort and they'll do all the moving for you. You can also set up vehicle repair or dismantle zones, put a toolbox and parts nearby and have them do repairs or take apart vehicles for you. You can set up construction zones and have them do the construction instead. Thanks for the help. So far I've managed to get my follower to teach me some skills, and also I've taught him some skills as well. If I set up an unsorted loot zone and various categories of loot zones, they'll just move everything for me after I give the command? That's pretty useful. Likewise, if I want a car completely deconstructed, could I just drop off a set of tools next to the car, use the deconstruct zone, and tell an NPC to get to work? What happens if I'm not nearby when they finish? Do NPCs have their own reality bubble, or how exactly do things work when I'm not nearby? Finally, I noticed you can give a wide variety of combat options to an NPC, and also give them gear. I gave my old steel spear (currently using a naginata for melee) to my NPC, and he decided to use it as a weapon. After that I gave him a pistol, which I wanted him to use as a ranged option when I give him permission to use ranged weapons, but instead he just dropped the spear on the ground and wielded the pistol. Now he won't take the spear back because he says the pistol is a better weapon. Is there a way to get an NPC to have multiple weapons and change them depending on the circumstances?
|
# ¿ Dec 2, 2020 11:34 |
|
Is it possible to make a boat from 100% innawoods gameplay, or do you need some supplies from civilization to do so?
|
# ¿ Dec 4, 2020 13:58 |
|
Does smashing corpses that have a chance for bionics, like shocker zombies, affect the chance that you can successfully recover those bionics?
|
# ¿ Dec 5, 2020 12:51 |
|
I remember several pages back people were complaining about laser turrets being removed. Are they still in as part of aftershock, or is it some other mod? And where would I find them? I suppose labs?
|
# ¿ Dec 7, 2020 10:41 |
|
Speaking of armor, my world is in summer and I'm still getting heat slowdown even while completely naked. The default length for seasons now is apparently 90 days, too, which means I'm going to be unable to use pretty much any armor for almost 3 times as long as my current character has lasted. Is there any way to use debug (or an outside utility) to change the temperature, accelerate time, or maybe shorten seasons on an existing world? Mr. Lobe posted:Aftershock is the mod you want, and labs and military outposts (the places with turrets on all sides) are the best candidates for finding them, barring the extremely rare hornet's nest in town where you find high tech goods. Thanks. I've got a sniper rifle with ammo, a scope, and some decent shooting skills now, so I should be able to take out turrets at range on the overworld now. I'm still worried about labs since they're much closer quarters and I can't wear any armor, but maybe I could try my hand at a cold lab or something. It's pretty dumb that they're removing a ton of fun stuff because it's not "realistic", but at least they seem to be just shoving it all into the aftershock mod instead of removing it from the game entirely.
|
# ¿ Dec 7, 2020 14:19 |
|
I've got a camp set up with two NPCs as members, and I'm trying to use the bulletin board to send one of them off to cut logs. I'm able to select a nearby forest, after which the game gives me an estimate of how long the trip will take and how much food it will use up. I have a basecamp food zone set up with a decent amount of food in it, but when I try to finalize the order I get an error that I don't have enough food to send people on the job. Could this be related to the fact that I have the "Disable NPC Needs" mod enabled? Or could it be because most of the food is in raw (dried rice, beans, etc.) or canned (fruit jam, pickled fish, etc.) forms, and it needs to be cooked first? Sorry for the constant barrage of questions, but this thread has been really helpful in figuring out a lot of stuff in this game.
|
# ¿ Dec 8, 2020 07:58 |
|
The Lone Badger posted:I assume you gain proficiencies via random skillbook drops? No, it's from making a recipe that uses the proficiency. IIRC it's based on how long you've been working on relevant recipes. For what it's worth it's entirely possible that you'll earn one or more proficiencies while working on the item, and that means the remaining time to craft will go down as well. For something like the "4 weeks and 5 days" suit, you're probably going to get several if not all of those proficiencies as you work on it. I personally don't mind it either, especially since the seasons are longer. Crafting big stuff is a good way to kill a lot of time after you've finished reading all the books you've found. It'd be cooler if having the proficiencies actually gave you some new ability, like maybe sharpening swords or reducing encumbrance on relevant garments, but I think right now the only proficiency that has any effect outside of crafting times is lockpicking.
|
# ¿ Dec 9, 2020 02:27 |
|
I prefer shorter seasons myself, but I made my current character without realizing that the seasons are longer now, and I've already put too much effort in this world to remake with shorter seasons. As far as I know there's no way to change season length after character creation, either.
|
# ¿ Dec 9, 2020 03:03 |
|
The Lone Badger posted:You csn hop to a new world. As far as I know it's easy to transfer the character by copying and pasting a file, but I'd be losing my vehicles and giant stash of loot at home, plus all my quest progress.
|
# ¿ Dec 9, 2020 05:15 |
|
Sure, I could just kill two deer and eat lard all day every day for the rest of my life, but I kind of enjoy gathering the supplies and tools to make more interesting meals. Even though it's essentially a text only game, there's something I find fun about getting together a little kitchen, making a sourdough starter, and slapping together cheeseburgers and deluxe omelettes. It's too bad the morale bonuses from eating good food are so small and disappear in an hour or two, while you can basically be a permanent +30 from music as soon as you find a battery charger.
|
# ¿ Dec 9, 2020 09:36 |
|
Xii posted:Ill be making a new thread soon since this one is quite old and whiteshark doesn't play the game anymore. A couple of things that I came up with off the top of my head...
|
# ¿ Dec 10, 2020 02:33 |
|
We need a thread title, too. Cataclysm: I used a zombie's vibrator, got high, and read SICP for 5 hours
|
# ¿ Dec 10, 2020 05:33 |
|
I'm trying to get some mirrors set up so I can see to the sides and hopefully behind this APC I'm currently upgrading into a deathmobile. The highlighted square is where the driver's seat is, and the blue lowercase Os are wing mirrors. The three tiles above the driver's seat are windshields, and the four tiles on the very front of the APC are quarterpanels; everything else is a board. The mirror to the left works, and while driving I can see to the left and behind the vehicle. The mirror on the top right side, however, does not work, even though I can see it while sitting in the driver's seat. Does anyone know why? I was hoping that maybe I'd be able to view a mirror from another mirror and maybe get vision from behind the APC as well with the bottom right mirror, but I can't see the top one in the first place. Edit: While I'm at it, what should I put on the front to best enhance the damage from collisions and protect the vehicle from damage? I've heard that rollers from, well, steamrollers do a ton of damage. I've found several steamrollers, but I don't have a tool with a high enough jacking quality to remove them, so those are a bit out of reach. Spoggerific fucked around with this message at 13:09 on Dec 10, 2020 |
# ¿ Dec 10, 2020 13:06 |
|
Luckily, the APC already has cameras installed on both sides and the rear. I was just hoping to extend the vision range with my mirrors. One thing I'd like to be able to do is, if it's possible, reinforce the vehicle strongly enough that I can just plough through wrecks or vehicles blocking my way on roads through cities. I don't really care whether or not I'm able to go through an entire building. I'll try putting some spikes on this thing and savescum before going through some cars to see how it does.
|
# ¿ Dec 10, 2020 14:15 |
|
Is there a way to put ammo belts back together from the linkages you find scattered around after firing them? I destroyed a turret and got an M249 out of it, which I've put on my vehicle. It had a few dozen belt linkages and casings scattered on the ground around it, as well as dropping well over a thousand rounds of 5.56, but even after looking through the item browser I can't seem to figure out how to get ammo belts. For now I guess I'll just load it with STANAG magazines.
|
# ¿ Dec 11, 2020 10:33 |
|
Mr. Lobe posted:(a)ctivate a linkage with more links and the rounds in your inventory Thanks, that did the trick. I was assuming it was done through crafting, but I was confused because the item browser didn't have any recipes to make belts. Unfortunately, it looks like the turret didn't drop any linkages, even after disassembly. The only ones I recovered were on the ground along with the brass it made from shooting at zombies, so my new belt actually carries less ammo than a normal magazine...
|
# ¿ Dec 11, 2020 11:09 |
|
I have magiclysm on and ran into a goblin encampment. I dealt with them in the proper fantasy fashion: I cast grenade. It turns out the goblins were meth dealers.
|
# ¿ Dec 17, 2020 10:45 |
|
I threw it. The throw message didn't show up the log for some reason. It's certainly a funnier mental image if you imagine me running towards the pack of goblins while carrying the grenade, though.
|
# ¿ Dec 19, 2020 05:56 |
|
Speaking of drugs, is there a mod that gives drugs their old effects back? At some point they changed it so that stimulants for example basically do nothing but increase your mood, raise your speed by a percent or two, and absolutely tank your health. I liked it more when doing a line of cocaine while being chased by a hulk was the difference between life and death.
|
# ¿ Dec 20, 2020 08:32 |
|
I went over to the releases page of the cataclysm website to check out what the latest experimentals were like, when I saw a new stable release called "O—G Oh Em Gee". I was looking at the features list, and it looked like they were removing some of the more lovely changes they've made to the game in the recent months...quote:
...but a couple of other changes had me going quote:
Is this their idea of a lovely April Fool's joke where they're trying to own the people who don't agree with their development decisions?
|
# ¿ Apr 8, 2021 14:50 |
|
There seems to be a bug with boats where multi-tile boats don't handle the transition between deep and shallow water correctly. If you've got a boat that's straddled between the two, it will ask you if you want to dive into the water when you move from shallow to deep water even while on the boat. Leaving the boat entirely on shallow or deep water appears to be fine. The movement of the boat itself isn't affected - it's just walking around on the boat.
|
# ¿ Apr 14, 2021 03:40 |
|
|
# ¿ Apr 25, 2024 13:59 |
|
You dive into the water like normal. You can then control the boat while swimming in the water underneath it.
|
# ¿ Apr 14, 2021 03:50 |