# Oddity Dump, Bleeding Edge Builds

**URL:** <https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577>\
**Category:** The Garage\
**Created:** [June 3, 2013, 5:52pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577 "2013-06-03T17:52:55Z")\
**Posts on this page:** 20\
**Page:** 3

<div class="post-metadata">

**Author:** ![Loupkiller](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/loupkiller/32/3298_2.png) [@Loupkiller](https://discourse.cataclysmdda.org/u/Loupkiller)\
**Post date:** [June 15, 2013, 9:21pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/41 "2013-06-15T21:21:16Z")

</div>

Did you try removing the roof? I am fairly sure it is the known issue.

---

<div class="post-metadata">

**Author:** ![Mate](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/mate/32/73_2.png) [@Mate](https://discourse.cataclysmdda.org/u/Mate)\
**Post date:** [June 15, 2013, 9:24pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/42 "2013-06-15T21:24:54Z")

</div>

You can’t use the / menu from the trunk doors, only from the wheels.

---

<div class="post-metadata">

**Author:** ![Blaze](https://avatars.discourse-cdn.com/v4/letter/b/e274bd/32.png) [@Blaze](https://discourse.cataclysmdda.org/u/Blaze)\
**Post date:** [June 15, 2013, 10:33pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/43 "2013-06-15T22:33:11Z")

</div>

> [@Loupkiller](#):
>
> Did you try removing the roof? I am fairly sure it is the known issue.

Does this apply when the panel itself is on an outside tile or do I have to remove every roof tile on my car?

---

<div class="post-metadata">

**Author:** ![grisamentum](https://avatars.discourse-cdn.com/v4/letter/g/65b543/32.png) [@grisamentum](https://discourse.cataclysmdda.org/u/grisamentum)\
**Post date:** [June 17, 2013, 5:50am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/44 "2013-06-17T05:50:03Z")

</div>

[quote=“Loupkiller, post:36, topic:1577”]there is a bug about this, if you remove the top from the vehicle it works.

as long as there is no inside.[/quote]

as someone else asked, is this ALL roof? because I had 4 solar panels on outside tiles (the back end of a semi rig, to be specific) and my storage batteries were not charging. it was Sunny outside and the car was outside.

however, i also didnt have any electric motors in the car. possible problem there?

---

<div class="post-metadata">

**Author:** ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)\
**Post date:** [June 17, 2013, 7:13am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/45 "2013-06-17T07:13:52Z")

</div>

The bug uses the vehicles global position, which is not necessarily the same location as the solar panels. The end result is that the problem happens less often, but when it does happen it’s worse overall. It’s a known problem and is currently listed as issue #1227 on github.

---

<div class="post-metadata">

**Author:** ![AtomicDryad](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/atomicdryad/32/85_2.png) [@AtomicDryad](https://discourse.cataclysmdda.org/u/AtomicDryad)\
**Post date:** [June 17, 2013, 9:10pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/46 "2013-06-17T21:10:44Z")

</div>

> [@Máté](#):
>
> You can’t use the / menu from the trunk doors, only from the wheels.

Fixed! I think. If you’re getting an ‘exit vehicle first’ message, then yes fixed \>.\>

---

<div class="post-metadata">

**Author:** ![Endovior](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/endovior/32/3070_2.png) [@Endovior](https://discourse.cataclysmdda.org/u/Endovior)\
**Post date:** [June 18, 2013, 12:23am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/47 "2013-06-18T00:23:23Z")

</div>

Running into some weirdness regarding item management in the latest build. If you happen to be wielding something too bulky to store in your inventory, you can’t drop it normally. If you use d or D, it prompts “No space in inventory for your _bulky thing_. Drop it? (y/n)” (for any given _bulky thing_ you happen to have; I encountered this with a 13" wheel and a muffler). This is exactly the same as if you were trying to switch away from a bulky weapon you couldn’t store. You can still drop it by selecting yes, but it seems weird to be asked whether or not you want to drop something that you just told the game to drop.

---

<div class="post-metadata">

**Author:** ![ArgusTheCat](https://avatars.discourse-cdn.com/v4/letter/a/53a042/32.png) [@ArgusTheCat](https://discourse.cataclysmdda.org/u/ArgusTheCat)\
**Post date:** [June 18, 2013, 7:03am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/48 "2013-06-18T07:03:12Z")

</div>

I’m wondering how exactly the game determines damage to dropped items. Because when I kill zombies, if their corpse happens to land on a shell casing or arrow, then that object will show damage, even though then never do otherwise. If the zombie drops items, and then all those items are assigned damage, then there might be a problem if the player kills one on top of something they really wanted and it assigns damage to the stuff on the ground, which includes things that the zombie didn’t actually drop.

---

<div class="post-metadata">

**Author:** ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)\
**Post date:** [June 18, 2013, 7:51am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/49 "2013-06-18T07:51:41Z")

</div>

> [@ArgusTheCat](#):
>
> I’m wondering how exactly the game determines damage to dropped items. Because when I kill zombies, if their corpse happens to land on a shell casing or arrow, then that object will show damage, even though then never do otherwise. If the zombie drops items, and then all those items are assigned damage, then there might be a problem if the player kills one on top of something they really wanted and it assigns damage to the stuff on the ground, which includes things that the zombie didn’t actually drop.

Is this in the latest version? As of yesterday the problems with zombie death items and the other problems they were causing should be fixed.

---

<div class="post-metadata">

**Author:** ![DeviateScaleCodpiece](https://avatars.discourse-cdn.com/v4/letter/d/ea5d25/32.png) [@DeviateScaleCodpiece](https://discourse.cataclysmdda.org/u/DeviateScaleCodpiece)\
**Post date:** [June 20, 2013, 3:12pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/50 "2013-06-20T15:12:34Z")

</div>

Latest Windows SDL build:

Mutagen gives you bad starting traits, but purifier treats them as traits you intentionally selected at the start, so purifier doesn’t get rid of them.

I drank one bottle of mutagen, got bad back, then I drank 3 legitimate bottles of purifier, saw bad back wouldn’t go away, said “Fuck this.” and opened the debug mode and chugged 100 bottles of purifier to no avail. Bad back was there to stay.

---

<div class="post-metadata">

**Author:** ![Senrain](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/senrain/32/11388_2.png) [@Senrain](https://discourse.cataclysmdda.org/u/Senrain)\
**Post date:** [June 20, 2013, 3:47pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/51 "2013-06-20T15:47:01Z")

</div>

[quote=“DeviateScaleCodpiece, post:50, topic:1577”]Latest Windows SDL build:

Mutagen gives you bad starting traits, but purifier treats them as traits you intentionally selected at the start, so purifier doesn’t get rid of them.

I drank one bottle of mutagen, got bad back, then I drank 3 legitimate bottles of purifier, saw bad back wouldn’t go away, said “Fuck this.” and opened the debug mode and chugged 100 bottles of purifier to no avail. Bad back was there to stay.[/quote]

Can confirm this. Chugged some mutagen and got the near-sighted trait. Purifer did not remove it.

---

<div class="post-metadata">

**Author:** ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)\
**Post date:** [June 20, 2013, 4:20pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/52 "2013-06-20T16:20:12Z")

</div>

Yeah, currently we’ve got a bit of a rework of purifier + starting trait interaction up as a pull request. I should be checking it out fairly soon and with any luck it can go into the game.

---

<div class="post-metadata">

**Author:** ![Senrain](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/senrain/32/11388_2.png) [@Senrain](https://discourse.cataclysmdda.org/u/Senrain)\
**Post date:** [June 20, 2013, 4:53pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/53 "2013-06-20T16:53:54Z")

</div>

> [@i2amroy](#):
>
> Yeah, currently we’ve got a bit of a rework of purifier + starting trait interaction up as a pull request. I should be checking it out fairly soon and with any luck it can go into the game.

Great! Can’t wait.

---

<div class="post-metadata">

**Author:** ![Slax](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/slax/32/5385_2.png) [@Slax](https://discourse.cataclysmdda.org/u/Slax)\
**Post date:** [June 20, 2013, 7:00pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/54 "2013-06-20T19:00:25Z")

</div>

Had a sort of neat bug happen today. Found a functional motorcycle with a broken seat. I could operate the controls but as soon at it accelerated I got left behind and was asked if I wanted to bail. 😛  
…of course followed by map.cpp[251]: map::unboard\_vehicle: passenger not found

---

<div class="post-metadata">

**Author:** ![darth\_servo](https://avatars.discourse-cdn.com/v4/letter/d/e79b87/32.png) [@darth\_servo](https://discourse.cataclysmdda.org/u/darth_servo)\
**Post date:** [June 20, 2013, 7:10pm UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/55 "2013-06-20T19:10:38Z")

</div>

> [@Slax](#):
>
> Had a sort of neat bug happen today. Found a functional motorcycle with a broken seat. I could operate the controls but as soon at it accelerated I got left behind and was asked if I wanted to bail. 😛

I had a similar thing happen. I built a motorcycle but didn’t put in a seat or saddle. When I accelerated it ripped my jacket up.

---

<div class="post-metadata">

**Author:** ![pingpong](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@pingpong](https://discourse.cataclysmdda.org/u/pingpong)\
**Post date:** [June 21, 2013, 2:48am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/56 "2013-06-21T02:48:18Z")

</div>

Using a 6-nightly from a week or so ago, the sun turned backed on basically at 7:58-7:59PM. At exactly 6 AM it turned back to normal vision, incrementing back up to full range.

---

<div class="post-metadata">

**Author:** ![i2amroy](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/i2amroy/32/909_2.png) [@i2amroy](https://discourse.cataclysmdda.org/u/i2amroy)\
**Post date:** [June 21, 2013, 3:11am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/57 "2013-06-21T03:11:51Z")

</div>

Yeah that one has been fixed now.

(And the mutation purifier change has gone in as well!)

---

<div class="post-metadata">

**Author:** ![pingpong](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@pingpong](https://discourse.cataclysmdda.org/u/pingpong)\
**Post date:** [June 21, 2013, 3:33am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/58 "2013-06-21T03:33:38Z")

</div>

Quick question, does pack mule stack with clothing, or is it only base volume?

---

<div class="post-metadata">

**Author:** ![pingpong](https://avatars.discourse-cdn.com/v4/letter/p/4bbf92/32.png) [@pingpong](https://discourse.cataclysmdda.org/u/pingpong)\
**Post date:** [June 21, 2013, 3:54am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/59 "2013-06-21T03:54:30Z")

</div>

Also on a side note, just grabbed the newest experimental, and the font’s different. Maybe it’s just square or somethin.

---

<div class="post-metadata">

**Author:** ![Slax](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/slax/32/5385_2.png) [@Slax](https://discourse.cataclysmdda.org/u/Slax)\
**Post date:** [June 21, 2013, 8:08am UTC](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577/60 "2013-06-21T08:08:13Z")

</div>

> [@pingpong](#):
>
> Quick question, does pack mule stack with clothing, or is it only base volume?

Base volume is 0 so yeah, it stacks with equipment. 😛

[Previous page](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577.md?page=2)

[Next page](https://discourse.cataclysmdda.org/t/oddity-dump-bleeding-edge-builds/1577.md?page=4)
