I’m a Chemistry major at my local state college. I’ve played a few games on and off, and I keep coming back to DDA - I love it. But as is commonly recognized, it seems, cataclysm has terrible chemistry. Now I understand, it wasn’t meant to be perfect. But I personally can’t enjoy the game when certain chemistry-related recipes make no sense. It pains me…
Joking aside, I’d like to give the chemistry crafting portion of this game an overhaul. I’ll do this in the form of a mod, I think. I’m not very good with github, and I don’t think that my changes will necessarily be for everyone (i.e. biodiesel will likely be even harder to make…), so I think a mod is the best way to go.
I can’t imagine this being a very quick process, but I’ve already begun looking into the structure of the JSON data for the game, and have a plan for changing some of the senseless recipes into more sensible ones. I might also add a few more food items and boozes - I’ll try to keep them all rare and not unbalanced, but I always find it fun when a game has an absurd amount of variety.
Along those lines, I have a quick question (since I haven’t ever gotten super-far in the game): Does booze ever spawn in kegs? I know kegs are a thing from looking in the containers data file, but from what I see in the comestibles file, things like wine_noir, beer, mead, etc. all spawn in really specific containers, and usually really small ones. If it doesn’t already happen, I’d like to make kegs of beer spawn (rarely) and made the entry below:
{
"type" : "COMESTIBLE",
"id" : "beer_keg",
"name" : "keg beer",
"name_plural": "keg beer",
"weight" : 240,
"color" : "brown",
"addiction_type" : "alcohol",
"use_action" : "ALCOHOL_WEAK",
"stim" : -4,
"container" : "keg",
"comestible_type" : "DRINK",
"symbol" : "~",
"quench" : 18,
"addiction_potential" : 3,
"nutrition" : 3,
"description" : "Bulk, cheap beer makes any party better. Too bad this isnt a party.",
"price" : 90,
"material" : ["alcohol", "water"],
"volume" : 1,
"phase" : "liquid",
"flags" : ["EATEN_COLD"],
"fun" : 11
},
I’m not sure if this already happens via some other mechanism besides the entries in the item json files or not, though, or if the above is even the best way to go about it.
I think that about covers it. I’m looking forward to fixing things like the explosives preps, biodiesel, etc. and adding some fun new items (and more uses for that chemistry kit…). And one small note, I see plenty of debate over the inclusion of chemistry into the cooking skill. I intend to keep it as part of cooking. In my personal opinion, a good cook can follow a recipe and know what changes he/she can/cannot make, and a good synthetic chemist (the kind of chemist in this game) is very similar. As long as preparations are learned from only books, I think the conjoined chemistry-cooking skill is reasonable. A good chemist is a good cook (and the opposite), but a knowledgeable cook isn’t a knowledgeable chemist.
Sorry, that’s a lot. Thanks for any help or guidance you have. I know I’m jumping into this without a lot of knowledge in the matter, but I really like the game and want to put in some work in something I know a bit about. Since this is my first post, if I need a little credibility, feel free to check my forum account at Sciencemadness.org - I’m “The Volatile Chemist”.
Thanks, NJ