Cataclysm++ Mod

[quote=“pisskop, post:240, topic:10523”][quote=“Noctifer, post:239, topic:10523”]Here are the weights:

{ "type" : "vehicle_group", "id" : "suburban_home", "vehicles" : [ ["d_surv_s", 200] ] },{ "type" : "vehicle_group", "id" : "dirtlot", "vehicles" : [ ["d_surv_s", 100], ["surv_rv", 50] ] },{ "type" : "vehicle_group", "id" : "garage", "vehicles" : [ ["d_surv_s", 100] ] },{ "type" : "vehicle_group", "id" : "city_vehicles", "vehicles" : [ ["d_surv_s", 100], ["surv_rv", 50] ] },{ "type" : "vehicle_group", "id" : "parkinglot", "vehicles" : [ ["surv_rv", 50] ] },{ "type" : "vehicle_group", "id" : "highway", "vehicles" : [ ["surv_rv", 50] ] }
They are not that big so I am not sure what is going on. In large cities, it is a matter of numbers since their is a big number of vehicles.[/quote]

Are those custom vehicle groups you created? or are you trying to add them to existing groups?

because youre overriding existing groups ids with your id. which has 1 car in it. eaning 100% of the time that group is called on your survivor home is picked.

Best to add the rest of the cars of those groups to your lists via copy paste. or water them down with othercars[/quote]

So its like monster groups then…Guess I will have to manage a combined vehicle group mod…

Pardon? Look at my tank mod. Last I checked, vehicle groups are additive in the same way item groups are.

Maybe I did it wrong, I gotta dive in the jsons again.

ohs? maybe its numbers then.

I figure if you want your rv to be rare it should be less than 5% or even 2% of the total weight. 2% sounds low until you think that even those 4 house hamlets have 7 or 8 cars

so a quick check showed that some of the numbers are too high. I have to adjust that.

So I just created a github repository for this mod. Check the op for the link.

Meep. Will be interesting to see.

Mehp! Kill all the things! with stuff built in this mod. Definitely A thing on the bucket list.

Kill all the things indeed!

just caus I figure asking here will be faster than main game - Can we please get a Plastic Bags recipe? Those rain coat based pieces of gear are great but jumping Jesus Christ in an alleyway with a homemade knife is this tedious.

What would you think this recipe should be?

Well, lets look at the resource balance on plastic chunks. A moment while I pull the wiki up and start looking at the numbers…

3 bags makes a chunk. Plastic melting is pretty efficient if done right, and pretty wasteful if done wrong. A basic hotplate / fire one for 1 bag per chunk, and a higher grade one for 3 per, with a mold? Fabrication 1 and 2, respectively, I’d suppose. I think that sounds about right.

Its just one of those basic useful things that seems curiously missing. Melting and reshaping plastic is not exactly difficult.

Plastic bags are really thin however, I think a fabrication of 3 would be required. One bag per chunk seems right and a mold would be required.

Fair enough - An alternative option that’s a bit more intensive would be making http://cdda.estilofusion.com/bag_plastic/recipes/CC_ARMOR directly constructible from chunks.

That could work as well. Ill see to it this weekend.

Thanks, man. :smiley: I know I must be your least favorite headache at this point but this shit us massively useful.

Mini update 29 is out.

Still working on it (plastic bags is next) but put this out there to fix the UPS weapons.

The builds after 4481 (up to 4491 so far) seem to have completely broken this mod. It looks like something Mug changed with the item transformation merge. ;~;

I assume you may already be aware, but posting just incase.

Just about to test the mod after updating the game, I will what the issue is.

Fix complete and a couple of other additions.