Cataclysm++ Mod

o.O I just noticed your signature. :smiley:

I spent 17 days at that survivor emcampment, and only left because an experiment involving npc’s and lua got out of hand and attracted every zombie for miles…I drove out of there over dozens of corpses, only to wind up at a makeshift command center not far away. Now I have a posse of Bio-Weapons following me around looking badass. I deconstructed the plutonium reactors in there, but didn’t get lucky enough to loot a minireactor. The hordes were closing in again due to an antimaterial rifle to the south east of the compound, but that was a problem that took care of itself. Unfortunately, while I was sleeping with my ear plugs and blindfold on, a few members of the horde beat my humvee all to rubble and broke a dang wheel…So I’m going turning it into a tricycle lol :stuck_out_tongue:

I’m enjoying your mods a lot Noctifer, it seemed op the first few times, but this run has wandering spawns, double spawn rate and full speed zombies, so it gets tense occasionally. That being said, the worst I’ve gotten hurt is when I fired a tesla cannon at melee range. Things should change once evolution kicks in in a couple months.

It is good to hear you are finding my mods enjoyable. Thats reminds me, I should look at the bio-weapons mod next for updates.

[quote=“Malkeus, post:161, topic:10523”]o.O I just noticed your signature. :smiley:
…only left because an experiment involving npc’s and lua got out of hand and attracted every zombie for miles…[/quote]

…npc’s and lua? I can only imagine.

Update 26 re-balanced and remastered, come get a copy!

I would like to report a bug; I just updated my mod and I’ve noticed that I cannot use the survivor station to purify water, to drink water, or as a recharging station. All the other functions of the survivor station still seem to work fine as far as I could tell. I tested this on the current latest experimental (0.C-9324-g8be2318) using the latest version of this mod (update 26) in a newly created world using only the Survivor Mod. I assume this is a bug because I didn’t read any mentions of a change to the survivor station in this thread or in the changes.txt contained within the mod folder.

Methinks PR #14840 may be the culprit. It made changes to several vehicle part flags. It will probably require the addition of a couple more flags to restore the functionality.

Hot fix 26.5 created, tested and ready for download. The survivor’s station should be in working order now.

Just tried it out and everything works. Good job and great work!

Collection of mini updates is complete, update 27 is ready for download!

P.S (I am running of ideas at the moment, any suggestions?)

Maybe add a “Survivor’s Handbook” or something similar that has recipes for all the survivor items as well as some extras? Maybe make the book train fabrication or survival or something. That is all that I’m able to think of right now.

A good idea, I would call it the “Survivor’s Cookbook”. I would add all the recipes in this mod. I might add extras but that might lead to compatibility issues.

Ah, sounds like an interesting idea. X3

I should wait for mugglin’s magazine pr to implement some for my firearms.

Ah right. o.o

I just got that idea that you could also add variants of the scout suit like a light version, heavy version, and a winter version. The light version would have less encumbrance, warmth, and protection but have a little more storage. The heavy version would have more encumbrance and protection but a little less storage. lastly the winter version would just have more warmth. What do you think?

That could work, maybe even adding extra material between versions to increase fire resistance and the such.

Update 28 live! Magazines are now a thing!

Mobile fermentation vat and mobile hydroponic crop growing? :slight_smile:
For a truly mobile base, not needing to have to find a fixed location in order to farm and brew

[quote=“nuker22110, post:177, topic:10523”]Mobile fermentation vat and mobile hydroponic crop growing? :slight_smile:
For a truly mobile base, not needing to have to find a fixed location in order to farm and brew[/quote]
Hmmm, the vat might be doable if I can implement a furniture flag to a vehicle part. The crop growing might require source code edit and if so it is out of my hands.

I look forward to mobile dirt mounds of growing being a thing. It’ll be like Water world without the water.

A mobile green house of sort. I guess allowing dirt on vehicles as tiles would be the way to go.