"Ascension mod" or: "Winning DDA: the mod"

Bloody hell, what did they even merge this time for that to happen.
Alright, I’ll look into it

Some water vessels can impart rads, check descriptions.

While trying to look into the blobcar bug (latest experimental, latest version of ascension, nothing else), I didn’t get those bugs at worldgen.


Tried latest experimental, latest version of ascension, nothing else. Slimy solar array installs fine, has charges, but does not charge the battery.

Found the problem. Fixed the problem.

Also made the slimy solar array a “slimy sparkler”, heavily nerfed (200 instead of 2000, still twice than an upgraded solar panel) the output and removed the need for a welder to install it. Also heavily nerfed the durability form 7 MILLION to 37 K, as I had already done in my local version. Let’s be reasonable here.

Sadly, this means I’ll have to throw in yet another release. Gods above, this is annoying.

Release done. Yet again, get your fix.

It works like charm now!
My thanks, brother.

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I forget, will I need to make a new world to get the latest version of your mod? Or would I simply replace the mods in the world’s folder to fix it? Because I assume it would be the world itself, seeing as that’s where the problem currently lies. :face_with_raised_eyebrow:
The Alchemist (Literally my character’s name) isn’t very far, but I’d miss the free food (also known as the Great Raccoon Army) that is being farmed by the Giant Royal Bee. Side mention, apparently a little down from the village I reside in there is another Giant Royal Bee guarding nearby the southern edge. Already, it has electrocuted a mini horde of zombies that had tried to invade. :grin:

This mod has a patch that makes it compatible with PK’s Rebalance. Anyone know how to make it compatible with PK’s Rebalance Ascension?

I must have more mutant power!

Just a side thing to mention, I find it strangely easy to find mobile meth labs… Is that normal? There always appears to be one relatively nearby spawn, however it is (of course) very useful in crafting various things. I intend to one day turn one of them into the mighty Methenger of Death! If you don’t understand the play on words, it is a mixture of messenger and meth.

Mobile Meth Labs are vanilla spawns. And considering the type of world that there was Pre-Cataclysm, it’s no small wonder that you keep finding them.

Those Chemistry sets rock, though.

For this last realease? No. Really minor stuff, no mapgen changes, I can assure save compatibility.

Ant queen eggs aren’t dropping from ant queens, even though the json says they should be with a 100% probability. Instead, I get a few normal ant eggs, which aren’t usable in the altar recipe.

Tested: Killing them in debug mode drops the egg (see first picture)

, but killing them little by little does not (see second picture)! That explains why it didn’t show up until someone actually came and tried to kill the thing by hand.
I think what might be happening here is that pesky turn-into-other-monter-when-monster-has-taken-enough-damage function I’ve tried to eradicate so throughly in PK has somehow managed to climb back in when I updated the game with the unofficial patches, without deleting that line again.
This will also mean that jabberwocks will not drop their skulls on death too (tested, oh no, that really proves it!).

Pipin’ hot fix straight from the keyboard coming right up.

I’ll also take the time to update to pk rebalance 4.h while I’m at it, I was still on .g and didn’t want to deal with a new release until .I but this is a bug and it must be fixed.

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While I’m here, what would be the more or less “standard” order in which to approach the various new locations? Today I took out one of those ruins, but I’m not sure what to hit next.

Good question: I’m also thinking of adding a “strange map” to any of the arcana locations, considering how they’re usually hard to find and flesh out the rewards a bit more (mostly books and other magical items) considering just how powerful the monsters are with PK enabled (last time I got near one I saw a bloody shoggoth, I’m removing that one from the premises, nobody should ever encounter a PK shoggoth in the overworld)

I usually start with the strange grove by torching it from afar before even getting near, then use the map inside to try and raid all the ruins for their sweet books. I’m not particularly interested in the arcana drops other than the most mundane ones I can fabricate myself like the hammer of the and other junk, but some of the endgame ones like the restored ritual blade are really nifty. For most of the time, I try to simply get in and out as fast as I can to grab the books I’ll need.

If you mean in general, the best way to go is jabberwock(x2), then megabear, then fungal, then ant, then triffid, then blob (don’t try to kill the shoggoths) and only finally once you know you can take a couple plasma rockets to the face if you aren’t fast enough: Spider Mastermind.
Blob is particularly nasty, but there’s a hidden reward in the slime if you manage to find it that is on-par with the spider mastermind treasure.

Anyway, back to work work work.

Shoggoths are puddy tats if you don’t let them catch you. Run off into the forest and you can handle two in your first week. I sure did. Even if it was terrifying. Hell, lead them into a zombie infested city and watch them clear it for you.

So I have to kill all those things? Sounds like fun on a bun, but I’m gonna need a better stabber. Do you have any advice for the slimes? The couple of times I’ve gone down there I just get swamped until I trudge my way back out and slowly kill the stragglers.

If your stuff only comes from killing things in those areas, what’s this Silver Glyph thing for? Is that from Arcana? I couldn’t find anything on it in the Arcana thread, so I assumed it was yours…

Oh yeah, and keep up the awesome work!

Explosives. Lots of them. Works with fungal towers too, if you manage to find a mininuke launcher, which is apparently capable of also throwing some of the explosive charges reserved only for blazemod’s turrets, you’re basically not gonna need to bother about overmap monsters anymore.

About the glyph: no, it’s Arcana and it’s the base of other more powerful glyphs you can get through books, I think.

Oh cool. I guess I’ll just… hang onto it then.

New release: Carthago

-All boss monsters have been playtested both with real fights and debug and they always drop their quest item.
-Removed triffid queens and treunt ability to create forest around them, leading to bugs like impossibility to move your car and destroy the offending trees if it got stuck in its wake or destruction of stairs with the impossibility to bring them back, plus weird mapgen fuckery when spawned undeground destroying everything.
-buffed arcana drops (mainly books)
-Strange grove and another arcana location have a guaranteed map that will show you all arcana-related locations now!
-PK unofficial updated to .H
-misc bugfixes.

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You still haven’t fixed it. Also you broke PKs evolution lines by overwriting an entire file with one of your previous broken ones instead of doing a simple line change.

False. At this point you haven’t had a single release that’s been updated properly, and if it were up to me you’d have zero business spreading it as you’re simply misleading players.

Also you should probably ask chaosvolt for permission to redistribute and refork his mod as he seems to be still maintaining it. I don’t even understand why you’re reforking to begin with when any changes you wanna make to arcana, blazemod or PKR you could do in ascension as long as it’s loaded last. If you’re going to be stealing other peoples work then at least have the common courtesy of not butchering it in the process.

I did? I didn’t know, the evolutions playtests fine, as long as nothing breaks in the process it just werks. If something happens, I’ll look into it with your next release.

Anyway I can understand you’re reasonably upset because I’m basically butchering your PK edit, but I mean, I did credit you. You’re there in the OP my man. Sure, it’s not actually the -h, I’m forking your fork and grabbing the stuff that doesn’t break things to unbreak the other things and I do admit that I break things sometimes because I’m not completely sure of what I’m doing.
If you don’t want to be associated with this it’s cool my brother, you say the word and your name’s off from the OP, but I won’t stop taking your fixes and adapting them for the mod, that would be silly. You’re doing a pretty great job considering the mod’s completely dead and you’re the only competent coder who thought “hey, let’s fix this mess that dude left”.

Anyway I hope we cool my dude, love your work. Literally couldn’t get anything done without it. Shame we don’t get along on the same foot here, but I can totally understand.


Love PKR, I can’t play DDA without it and I totally can’t thank you enough tech for maintaining it. Also very much love the idea of Ascension Mod, so I really hope we can all work together and make everything properly working together.

Here is to you guys and all the hard working mod developers who make DDA even better!