Cataclysm++ Mod

mod

#561

Does it necessarily need to be? So long as it works properly and uses up charges of gas/UPS with each use it should be alright. Also, do we have a monomolecular bayonet?


#562

I guess I could make a “bullet” with one range and give it the properties of a chainsaw while on and give the item the properties of an off chainsaw.

…Also, do we have a monomolecular bayonet?[/quote]
Holy goddamn…this…so much this!!!


#563

[quote=“Noctifer, post:562, topic:10523”]I guess I could make a “bullet” with one range and give it the properties of a chainsaw while on and give the item the properties of an off chainsaw.

…Also, do we have a monomolecular bayonet?[/quote]
Holy goddamn…this…so much this!!![/quote]
Out of curiosity, where does one get the monomolecular blade CBM? I have yet to find a single one…
In fact, this might be an opportunity to make it craftable from a superalloy plate/sheet, a burnt out bionic, etc.


#564

I have yet to find it but after digging in the .json files it is an item that has a very low spawn chance. The sword variant in this mod mirrors the spawn rate of the blade variant.

That would be a bit too much. If crafting auto-guns is too much for core according to some devs then making a blade out of material that would need unknown machines and tools to manage. (The name monomolecular implies that the entire blade is a single molecule…No single person can make that with all the tools in the world, it require a dedicated team of specialists)


#565

[quote=“Noctifer, post:564, topic:10523”]I have yet to find it but after digging in the .json files it is an item that has a very low spawn chance. The sword variant in this mod mirrors the spawn rate of the blade variant.

That would be a bit too much. If crafting auto-guns is too much for core according to some devs then making a blade out of material that would need unknown machines and tools to manage. (The name monomolecular implies that the entire blade is a single molecule…No single person can make that with all the tools in the world, it require a dedicated team of specialists)[/quote]
Hmmmm fair point… Perhaps we could work out some form of improvised superalloy weaponry? Basically normal weapons but coated in or made from superalloy to make them lighter/more effective. Perhaps in a similar way to how diamond weapons are now handled so you don’t need to add the new variants to martial art lists? Or of course just a cut out and sharpened piece of plating that’s a bit better than standard weapons. Or atleast lighter, and so faster to swing. Perhaps even a bayonet version of said improvised superalloy murder stick?

OH MY GOD. LIGHTSABER. Hear me out now, I think this might work: See you have a laser emitter built into the end of a handle. Attached to the handle is a long thin rod with a small mirror on the other end to reflect the laser back. The rod of course is quite thin and/or sharpened and the laser would be fairly powerful, making for quite a powerful cutting implement, at a proportionately high UPS running cost, of course.


#566
Hmmmm fair point... Perhaps we could work out some form of improvised superalloy weaponry? Basically normal weapons but coated in or made from superalloy to make them lighter/more effective. Perhaps in a similar way to how diamond weapons are now handled so you don't need to add the new variants to martial art lists? Or of course just a cut out and sharpened piece of plating that's a bit better than standard weapons. Or atleast lighter, and so faster to swing. Perhaps even a bayonet version of said improvised superalloy murder stick?

OH MY GOD. LIGHTSABER. Hear me out now, I think this might work: See you have a laser emitter built into the end of a handle. Attached to the handle is a long thin rod with a small mirror on the other end to reflect the laser back. The rod of course is quite thin and/or sharpened and the laser would be fairly powerful, making for quite a powerful cutting implement, at a proportionately high UPS running cost, of course.

In my opinion, this is postapocaliptic world, so such all high tech will be off limits… you could find an stored lightsaber or kill a zed with one on him, but thats far away to be able to build one from scratch… We are survivors just tryng to keep alive, we dont try to build spaceships to colonize Mars…


#567

[quote=“Kedrak, post:566, topic:10523”]

Hmmmm fair point… Perhaps we could work out some form of improvised superalloy weaponry? Basically normal weapons but coated in or made from superalloy to make them lighter/more effective. Perhaps in a similar way to how diamond weapons are now handled so you don’t need to add the new variants to martial art lists? Or of course just a cut out and sharpened piece of plating that’s a bit better than standard weapons. Or atleast lighter, and so faster to swing. Perhaps even a bayonet version of said improvised superalloy murder stick?

OH MY GOD. LIGHTSABER. Hear me out now, I think this might work: See you have a laser emitter built into the end of a handle. Attached to the handle is a long thin rod with a small mirror on the other end to reflect the laser back. The rod of course is quite thin and/or sharpened and the laser would be fairly powerful, making for quite a powerful cutting implement, at a proportionately high UPS running cost, of course.

In my opinion, this is postapocaliptic world, so such all high tech will be off limits… you could find an stored lightsaber or kill a zed with one on him, but thats far away to be able to build one from scratch… We are survivors just tryng to keep alive, we dont try to build spaceships to colonize Mars…[/quote]
Wellllllll late game we kind of aren’t. Once we get metalworking equipment together we’re able to produce suits of armor, forge weapons, make basic guns… All from literal scraps of metal. We even produce complex electronics and chemicals. The point is moot really, this mod adds a laser rifle crafted from spare parts. A laser sword as I imagine it would basically just be a modified one of those with a stick and a mirror attached. It’s not like we’re making military grade bionics from scraps and installing them without so much as anaesthetic and a bottle of disinfectant or anything, that’d just be silly…

The biggest issue I see is balance. A laser sword would have to be pretty damn effective to be realistic and to justify using it over a normal sword, but then you risk totally overcoming all the normal melee weapons. Obviously it needs to be balanced with substantial UPS power usage, but then what’s the point in using it when you could just unload a laser rifle into someone from a safe distance at a fraction the cost?
Damn, game balance is hard…


#568

If a laser sword is to be introduced there will be two options: non-craftable sword or non-craftable sword and makeshift variant. [quote=“darktoes, post:567, topic:10523”]…The point is moot really, this mod adds a laser rifle crafted from spare parts…[/quote]
Fair point but it adds a makeshift variant that is worse off than the once you can find but still worth crafting, this mod doesn’t allow you to outright craft an A7 rifle.

So if you want craftable laser sword then they would be a makeshift variant based of a non-craftable one.


#569

Fair point but it adds a makeshift varient that is worse off than the once you can find but still worth crafting, this mod doesn’t allow you to outright craft an A7 rifle.

So if you want craftable laser spwrd then they would be a makeshift varient based of a non-craftable one.[/quote]
Yeah, that makes sense. My point really being that we can already craft a laser rifle, it makes sense that we could cobble together a laser sword as well, even if it, like the rifle, is a makeshift variant with slightly lower stats to the found variant.


#570

Having fought two of them now (And having a little peek at the code) I’ve noticed that the super juggernauts only have light military armor, which seems against the idea of a juggernaut. I’d expect them to have at least heavy military armor, or even heavy power armor. Also, their description says they wield an LMG, presumably the laser LMG I currently forget the name of. Instead, they have a fusion blaster rifle, making it nearly impossible to survive combat with them without very high end gear, or a long range weapon and plenty of early warning. Considering they spawn in town, that’s kind of ridiculous…


#571

Yeah, I was thinking the same thing, the fusion blaster for an enemy that spawns in town is a little ridiculous and the LMG would fit better. That should be a simple enough fix.


#572

I’ve also noticed, having just taken down a super soldier and super scout, that the laser carbine and sniper rifle both have some mods added by default, scopes, laser sights, a bipod on the sniper, etc. They also can’t be removed, which is annoying since I’d like to take the scope and bipod off of the sniper. I noticed the description says the holo sight on the carbine is fixed, which I understand, but I wonder why the scope on the sniper doesn’t come off, or atleast have an extra sight or underbarrel slot.
Also, the laser sniper rifle has a single mechanism slot, which seems odd.


#573

I have just updated the onedrive link with a hotfix + experimental content. The fix is about nameless NPCs. Github and launcher versions are still behind so at the moment the onedrive link is way to download.


#574

Ne update up and running both in the onedrive link and in github as a release! New stuff was added and rebalance.

I tried to make some new additions like a light-saber-esq ups sword but there is now way to define it to use UPS. I also tried to make an underbarrel chainsaw but the end result created an overpowered flamethrower instead…

Thank you to those who have contributed their PRs!
From spell checking to new content they are all welcome and appreciated!


#575

Hello! Awesome mod.
There’s a small problem with some NPC’s:
Found the Makeshift Command Center, and the NPC’s just ran away. Are they supposed to stay? They’re hiding from Apophis until they get some stuff to kill it, but seems like a bug to me. (Maybe it’s my browser, but I can’t place this stuff in spoiler section. Can someone do it?)


#576

Thanks for the feebback!

Despite my best efforts I can’t make the NPC’s no run away. It seems to be a bug that affects static NPCs from all mods and affects core static NPCs by not making them spawn properly.

As for the spoilers, click the insert quote button on the post where you want to read the spoiler part and it will be readable.


#577

Hello! Awesome mod.
There’s a small problem with some NPC’s:


Found the Makeshift Command Center, and the NPC’s just ran away. Are they supposed to stay? They’re hiding from Apophis until they get some stuff to kill it, but seems like a bug to me.

EDIT: Added spoiler. Thx!


#578

So I am thinking of makig this mod its own standalone core mod rabalancing the main games items. Is that something y’all would be interested? Feel free to ask for more details.


#579

I personally like the mod as it is. I don’t think there are rebalances that could suit the mod.

You should try to focus on the mod and expand it as much as possible (in my opinion) instead of making it stand-alone, losing time on spawn-list rebalances. The Slave Fighters sure could use some love: make the Sketchy Cabin have Z-levels, add some Slave-Fighters with bionics (to make the encounter more… !FUN!). Maybe the scenario should make you a member of them automatically, instead of you having to cleave through the horde of NPC’s to exit the cabin (this sounds hard, I think they’re a Bandit-like faction right now, so you can’t join them).

The Makeshift Command Center could have some remnants of the Bio-Weapon science team (as Router says), maybe you could learn some more lore from them, and learn skills from them. Also, more quests for them would be good. Instead of a direct quest to kill Apophis, you could firstly rescue the science team, who briefs you on Apophis. After that, you have more quests to do for them, to upgrade the center. Finally, when they’re strong enough, they decide it’s time to hunt Apophis instead of hiding in the MCC. Instead of only Blade and Trigger, the whole team comes with you to kill Apophis. Also, it would be extremely powerful, but, with a gun from the science team, you kill it. For the gun, you have to do more quests, to fetch the components.

Found 2 Survivor Encampments, one full to the brim with zombies (Hulks, Shocker Brutes, Super-Soldiers and Bio-Weapons) and the other one full with robots (2 turrets at each house (!!!), around 4 security bots, and many skitterbots). Are they that loot-bloated as the legend says for the hordes to be there? I couldn’t loot any of them. (I’m currently playing as an Experiment start with Genetic Chaos. Mutated into an insect with Chitinous Plate, still not post-thresh, going full melee. Hunting down some purifier, maybe I’ll get another tree, right now bullets fuck me up badly.)


#580

As a core “standalone” mod I would just copy the jaon folder from the game and chnage what needs to be changed, no creating new files necessary!

The sketch cabin has been fixed by Random_Dragon to have some of the slave fighters on your side making it easier.

As for the MCC, gotta say you are caugh up in the mod’s lore!

Adding members of the science team sounds like a great idea! Having them piece the story of Apophis and creating a super weapon also seems like a good pitch.

The Survivor Emcapments are bloted with loot. They were a prepper society after all!