I decided to compile my own version of game with things I’d like to play with, that didn’t get into the mainline. In this thread, I am going to share what features are different from main version of the game. Feel free to rip any part you like and think that could get into the mainline.
Branch (source code on Git) I plan to keep up to date with current experimental version (hopefully daily): CataTweaks
Clothing Layers:
New layers
back layer - for things worn on ones back, like back pack, large scabbard, quivers
over shoulder layer - for thing worn over shoulder like messenger bag or rifle with shoulder strap, large waterskin
order of layers: under->regular->waist->belted->over->back | over shoulder
example: under shirt->hoodie->tool belt->shoulder holster->trench coat->backpack | SMG with strap
order is not enforced in any way, it is just how I envision it
Enforcing max 1 backpack
controversial, but such rule already exists for helmets and boots
while I was ensured that you can wear backpack on your chest, and I believe it, it has following problems
1) would be very encumbering, more than standard penalty and not not just for your torso
2) would prohibit quick access to items under it (chest rigs)
3) game allows for much more backpacks than just 2 backpacks now, which is IMO worse than enforcing 1 backpack
Moved to regular layer from belted layer (Kevin’s suggestion)
MBR vests
floating vest
utility vest
chest rig
Moved to back layer from belted layer
all backpacks
quivers
Moved to over shoulder layer from belted layer
purse (enc 1->2)
messenger bag (enc 0->1)
fanny pack (storage 6->3, I am aware that original fanny packs are not worn over shoulder)
Scabbard
covers (and potentially encumber) legs / belted
can contain swords up to volume 8
Large scabbard
covers torso / back
can contain swords up to volume 20
sheathing / unsheathing costs time
Container Inventory Management:
Container functionality
containers can contain everything, not just liquids
containers can contain mix of different items ( or one liquid )
containers can contain other containers ( nesting )
some containers have defined maximum size of item you can put in (liquids and
powders excluded)
maximum size is defined in field max_size and is in ml ( 1 volume = 250 ml )
containers with one type of content are shown with amount
canvas bag with scrap metals (7)
containers with mixed content are shown with volume
canvas sack (8 / 60)
Advanced Inventory Management ( AIM )
you can select container in both panes ( press c while container is highlighted )
you can select container inside container same way
you can return to parent container ( up to area itself ) by pressing backspace
Inventory
you can eat from your containers, if multiple comestibles (food, drugs) are found
inside, selection dialog is provided
you can reload from ammo in your containers
examine window shows list of content for containers
Item changes:
bag_canvas_small
canvas bag -> small canvas bag
volume 1 -> 0
New items
bag_canvas_medium
name: canvas bag
volume: 1
contains: 15
Labels
you can label items by carving with knife or writing with marker
you can choose if it is label or note after you select item
label is showed instead of normal name, you can both label and note same item
you can label canvas bag to food bag, if you plan to have food in it
small canvas bag to med kit, and your baseball bat to smasher, if you want
if you examine labeled item, original item name is shown as well
you can sew labels and notes on items from cotton, leather and fur
by using sewing kit (needles) on reinforced item
Hybrid Inventory System
Container functionality
wearables ( items defined in armor.json ) can be turned into wearable containers
to do so, you have to add “contains” element into its definition, with number
representing container space volume
you can also define “max_size” of inserted item in ml ( 1 volume = 250 ml )
Advanced Inventory Management ( AIM )
new Wielded and Worn area ( shortcut w ), you can’t move stuff from / to there,
but you can easily access wielded and worn containers
new Backpack area ( shortcut b ) quick access to your worn backpack
Item changes:
all backpacks have their “storage” converted to “contains”, they still
have some storage area that counts towards inventory space
example:
backpack
"storage": 10
"contains": 40
same with purse and messenger bag
pouches have now container space only
Other items:
if you have suggestion, which other worn items should also work as container,
feel free to post it
you don’t have to wait though, just edit all items you want!
User manual
In original game, containers can always hold only 1 type of item at a time. It can be anything, if it is generated by game, but players can only fill them with liquid. There are different ways how to do it, one of them is using Advanced Inventory Management aka AIM (default shortcut ‘/’) . Container Inventory Management, aka CIM, widens player options regarding container filling. In AIM, you can now fill your containers with everything you want… well there are some logic limitations I will describe later.
Using AIM for container interaction:
- in one pane, you can highlight container item by using arrow keys up and down.
- once the container item is highlighted, you can press ‘c’ to switch that pane to show content of highlighted container
- you can repeat these steps to show content of nested container as well
- switch to other pane
- highlight items you want to load into the container and press ‘Enter’ or ‘m’ to move highlighted item
- to unselect container, you just press key for other area, while the pane is active
or you can use ‘Backspace’ to select parent (item in which the container is) of currently selected item
It works pretty much like traditional file management programs line norton commander, salamander, free commander, etc.
Limitations:
- you cant mix different liquids in one container
- if your container holds liquid, it cant hold anything else
- if your container holds non-liquids, you cant fill it with liquid
- some containers can contain only small size, to simulate bottleneck
- you can fill container up to its storage space if it is rigid container (fixed shape)
- non-rigid containers, like sacks can have their maximum storage space limited by
parent container, if it has less space
Once you have stuffed items, food for example, into container, you have two options if you want to consume it. Either pull it out of container first via AIM ( annoying way ), or use Eat command, select food container and pick what you want to eat from list of content (much better way) . Same goes for drugs and ammo.
Compiled game for Windows tiles for people who don’t want to compile game themselves - CDDA_CataTweaks