# Cataclysm Variants

**URL:** https://discourse.cataclysmdda.org/t/cataclysm-variants/11571
**Category:** The Bunker
**Created:** [March 16, 2016, 3:38am UTC](https://discourse.cataclysmdda.org/t/cataclysm-variants/11571 "2016-03-16T03:38:52Z")
**Posts on this page:** 4
**Page:** 1

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### Author: ![bahihs](https://avatars.discourse-cdn.com/v4/letter/b/3d9bf3/32.png) [@bahihs](https://discourse.cataclysmdda.org/u/bahihs)
#### Post date: [March 16, 2016, 3:38am UTC](https://discourse.cataclysmdda.org/t/cataclysm-variants/11571/1 "2016-03-16T03:38:52Z")

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So looking at the various settings and mods I came to the realization that tweaking these things around can create a completely different game. I’m curious to know what variants you all can come up with by messing around with the settings/mods.

I’ll start:

1. The Dicaprio Cataclysm

- Permanent winter
- Wildlife only
- More survival tools mod
- City size = 0
- Wilderness Scenario

1. Jurassic Cataclysm

- Permanent spring
- Dino Mod
- No Zombies
- City size = 1
- Helicopter Crash Scenario

1. The Walking Cataclysm

- Mundane Zombies
- Dynamic + Static NPC’s
- City Size \> 4
- Item Spawn \< .3
- Zombie Spawn \> 2.0
- Tough Zombies Mod
- Slow Zombies Mod
- Icecoon’s Weapon’s Pack
- Hordes on
- Skill Training Speed = 0
- Skill Rust Off
- Initial Skill Points = 10

1. The Gibson Cataclysm

- No Zombies
- Dynamic + Static NPC’s
- City Size \< 2
- Permanent Summer
- Bandits Mod
- Icecoon’s Weapon Pack
- Vehicle Additions Mod

1. The Smith Cataclysm

- Mundane Zombies
- Fast Zombies Mod
- Zombie Night-vision Mod
- City Size = 16
- NPC’s off

1. Ye Olde Cataclysm

- Medieval and Historical Content Mod
- Arcana and Magic Items
- Necromancy
- More Survival Tools
- No [Antique Firearms + Energy Weapons + Fictional Guns + Powered Armor + Survivor Armor]
- Classic Rogue-like Classes
- Medieval Peasant Scenario

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### Author: ![Blackhawk5370](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/blackhawk5370/32/526_2.png) [@Blackhawk5370](https://discourse.cataclysmdda.org/u/Blackhawk5370)
#### Post date: [March 17, 2016, 3:19am UTC](https://discourse.cataclysmdda.org/t/cataclysm-variants/11571/2 "2016-03-17T03:19:16Z")

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quite intresting i might try some of these i don’t got any ideas but i like yours definitely am going to try exp. #2

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### Author: ![Elidor\_VON](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/elidor_von/32/370_2.png) [@Elidor\_VON](https://discourse.cataclysmdda.org/u/Elidor_VON)
#### Post date: [March 17, 2016, 10:33am UTC](https://discourse.cataclysmdda.org/t/cataclysm-variants/11571/3 "2016-03-17T10:33:11Z")

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Hey, it looks that we’ve had a same idea.  
Well, I was playing “The Dicaprio Cataclysm”, before it become “The Dicaprio Cataclysm” 😃  
For me it was called “Long Dark Cataclysm” (no zeds, only wildlife, 1 city size and la-a-a-arge distances between them, very low item spawn)  
Playing a “Walking Dead Cata” for a while with setting almost similar to yours.  
I was trying to play a “Mad Max Cataclysm” (like yours, but without ‘weapon pack’. Also used it on experimentals that have a ‘desert’ world type.)

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### Author: ![tonicEngine2](https://avatars.discourse-cdn.com/v4/letter/t/977dab/32.png) [@tonicEngine2](https://discourse.cataclysmdda.org/u/tonicEngine2)
#### Post date: [March 17, 2016, 2:03pm UTC](https://discourse.cataclysmdda.org/t/cataclysm-variants/11571/4 "2016-03-17T14:03:43Z")

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I’m doing Ye Olde right now and might try Jurassic once Churl of Windsor bites it. How would one increase the frequency of dinosaurs in the latter scenario? Does Spawn Rate Scaling Factor apply to wildlife?
