Latest experimental features

[quote=“Coolthulhu, post:680, topic:5582”]If you’re compiling the game yourself, you can now get an experimental, unfinished z-level build by adding ZLEVELS=1 to the “make” line. It doesn’t do anything interesting yet.

Not sure if it’s a good place: my semi-old PR got skipped in the last “merge wave”, probably due to being buried under other PRs. I first sent it with [WiP] name, so I guess it wasn’t queued. Now I think it is ready for testing.

If the above PR gets in, modding multiple use items will not require touching source code at all. For example, toolbox could be easily changed to display a menu with “reinforce with tape” (from basic repair kit), “pull nails” (hammer), “saw metal” (hacksaw), all 4 knife-related functions and “saw logs to planks” (wood saw).[/quote]

WIP, buried, and I’m not eager to merge something like that under the freeze: good chance that if it breaks something (it won’t, but if it does anyway) we’d have that in the stable.

Sorry, I thought the freeze ended. Didn’t expect the z-levels to get in before it, not even disabled with the defines.
Nevermind then, it’s not critical.

Sorry, I thought the freeze ended. Didn’t expect the z-levels to get in before it, not even disabled with the defines.
Nevermind then, it’s not critical.[/quote]

End-of-freeze is marked by a new stable being released…and promptly rendered obsolete by the new experimentals. :smiley:

Is this bug fixed? : when you start game in LMOE shelter at middle of winter its warm inside, but the moment you open door outside its instantly become freezing cold inside.

First I’d heard of it, so I’m gonna say no, it’s not. That said I think it’s somewhat realistic–letting the heat out is a Thing, but it probably shouldn’t be quite that dramatic.

Yeah maybe it feels that way when you’re not ready for it lol, though I would support it being worked into the game more naturally!

http://youtu.be/xGavJrSwSQM

Week of 3/1/15-3/7/15 development of Cataclysm: Dark Days Ahead. Review of some issues and pull requests on the project’s Github.

Highlighting some new features coming in the update in-game.

Then you can leave a fire burning in a stove at your base, so your base is warm inside, we can have Indoor heating!

That just gave me a good idea. Houses may have a central heating unit, and with high enough construction/electronics you can probably build a wood-fired central heating unit.

Mattamue i got to admit i really appriciate you doing the youtube blogs on latest builds.

Thanks :slight_smile:

Multi-use items rework got in, but it is mostly a technical thing.

If anyone wants to make fireweapon type items, there’s one thing to keep in mind: when a fueled weapon runs out of fuel, the FIRST (and only the first) use function will be invoked. So if the use functions are [ Knife, fireweapon ], then when the fuel runs out, weapon will ask for an item to cut instead of turning off (possibly doing so every single turn).

Timed/tick/upkeep effects are ALL invoked every single turn.

This isn’t a perfect solution, but changing it would require reworking almost every single effect that occurs at 0 charges (grenades exploding).

Mutation Category jsonfication got in.

If you want to add your own mutagen or iv the flag has to be “MUTCAT_” catagory, i.e if your category is a dragon mutation catagory, and you’ve named your catagory DRAGON, the flag for the mutagen and iv catagory would have to be MUTCAT_DRAGON.

[quote=“Frostwood, post:691, topic:5582”]Mutation Category jsonfication got in.

If you want to add your own mutagen or iv the flag has to be “MUTCAT_” catagory, i.e if your category is a dragon mutation catagory, and you’ve named your catagory DRAGON, the flag for the mutagen and iv catagory would have to be MUTCAT_DRAGON.[/quote]

That said, new mutations will still require C++ compilation to hook into the code.

But now Fliprofl of the IIRC can have xyr Dragonform. :slight_smile:

How about a new thread after each official release. Its hard to tell what is coming after an official release.

I kind of agree with the new thread per release, but maybe to keep things consolidated one of us just post when there is a difference and maybe Kevin can put a link to that one comment on the first post in this thread?

The whole point of the thread is the devs not having to post something with every change, so not a fan of having to do exactly that :slight_smile:
Point taken with breaking the thread up, I’ll start posting a new one per release.

What I’d personally really like is just a blurb in the experimentals download .zip list that says next to it what the build specifically adds, so you can see the last bunch at a glance. Ie. instead of:

[img]http://dev.narc.ro/icons/compressed.gif[/img] cataclysmdda-0.C-2881.zip 2015-03-19 00:34 10M

You’d see

[img]http://dev.narc.ro/icons/compressed.gif[/img] cataclysmdda-0.C-2881.zip 2015-03-19 00:34 10M - Adds craftable narcotics

or whatever.

Though maybe now that I think about it’s better for the players to discover if they choose? I dunno if the experimentals can really be considered spoiler territory.

Check this out.

Check this out.[/quote]

I would recommend adding this list to the Cataclysm main page. It’s a very good resource but it’s too hard to find.

Check this out.[/quote]

I would recommend adding this list to the Cataclysm main page. It’s a very good resource but it’s too hard to find.[/quote]

Good point.

Are we still blurbing here? Because my first contribution got merged in and I’m proud of it. I call it “modular hotkeys”.

For players: Now, when you 'r’epair a vehicle and have multiple tools to pick from to actually complete the repair, like a vehicle rig, acetylene torch and duct tape, the first item has the hotkey ‘r’ instead of ‘1’. So you can just spam ‘r’ to fix your rig!

For devs: Actions that throw up menus can now more easily pick what hotkeys are assigned to that menu. This is currently implemented in consume tools’ call to menu_vec to pick from a menu. There’s no particular reason this couldn’t be added to other users of consume_tools where appropriate.