# PK's Rebalancing Mod

**URL:** <https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323>\
**Category:** The Lab\
**Tags:** mod\
**Created:** [January 30, 2016, 2:24am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323 "2016-01-30T02:24:28Z")\
**Posts on this page:** 20\
**Page:** 22

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**Author:** ![TheFlame52](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/theflame52/32/247_2.png) [@TheFlame52](https://discourse.cataclysmdda.org/u/TheFlame52)\
**Post date:** [October 30, 2016, 7:06pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/421 "2016-10-30T19:06:50Z")

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I think one of your updates reverted the ability to have both Mycus spore mutations. Also, you forgot to make fungal broods part of the fungal side. MMR just got pissed off because he saw one.

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**Author:** ![Necrosia](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/necrosia/32/570_2.png) [@Necrosia](https://discourse.cataclysmdda.org/u/Necrosia)\
**Post date:** [October 31, 2016, 8:23pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/422 "2016-10-31T20:23:23Z")

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Playing with the latest experimental, I can’t get the game to start. It loads core data then gives me an error about a Monster missing some kind of string, Name or something. It’s related to an ant larvae.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [October 31, 2016, 11:12pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/423 "2016-10-31T23:12:49Z")

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> **[pisskop/PKs\_Rebalancing](https://github.com/pisskop/PKs_Rebalancing)**
>
> PKs\_Rebalancing - Pisskop's Rebalancing Mod for Cataclysm: Dark Days Ahead

^^^

latest fix for that. This requires the newest experimental.

be aware that there is currently a bug in the coregame about mon\_null not having a description. this is not my fault, doing, or reasoning. So its non-fatal as far as I know, and I probably could edit mon\_null to have a description but noes.

This has that mycus fix. the third stage of mycusflowering still cancels the others.

Ive added a doomguy npc, but have failed to get him to spawn in my own testing. if you see him tell me.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 1, 2016, 12:05am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/424 "2016-11-01T00:05:34Z")

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Anyone have any NPC ideas?

Ill put them in and we can try to spawn them.

We can make custom mutation chances and custom weapons and custom armor and custom medicine, drugs, loot, and items they npcs can use. and ammo.

within reason, of course. Id prefer to have less loot than more, but you know.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 1, 2016, 12:09am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/425 "2016-11-01T00:09:02Z")

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Heres how it works:

-NPCs roll their stats, which I can choose both the method of picking and the accepted ranges.  
-NPCs roll their skills, which I can also choose method of generation, amount of points, ranges of skills, and constant bonuses.  
-NPCs roll for weapons, armor, and carried gear. NPCs will take the best weapons for their skill levels.  
-NPCs roll for mutations, with me having to specify which ones and the chance for them to incur it.

the game relies upon me to not make them wear plastic bags or grant them negative skill levels. So it doesnt ‘have’ to make sense, but it can crash if I get nutters.

But the example NPC has a strength of 108.

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**Author:** ![TheFlame52](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/theflame52/32/247_2.png) [@TheFlame52](https://discourse.cataclysmdda.org/u/TheFlame52)\
**Post date:** [November 1, 2016, 12:15am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/426 "2016-11-01T00:15:42Z")

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Damn, I really want to find that guy. I think I’ll turn on NPC spawns.

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**Author:** ![RipRoarinBoogerPenis](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/riproarinboogerpenis/32/20_2.png) [@RipRoarinBoogerPenis](https://discourse.cataclysmdda.org/u/RipRoarinBoogerPenis)\
**Post date:** [November 1, 2016, 1:21am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/427 "2016-11-01T01:21:41Z")

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For NPC’s make some generic marines with the doomguy. Maybe scientists as well.

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**Author:** ![Necrosia](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/necrosia/32/570_2.png) [@Necrosia](https://discourse.cataclysmdda.org/u/Necrosia)\
**Post date:** [November 1, 2016, 2:27am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/428 "2016-11-01T02:27:00Z")

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I’ve not seen all of them yet, so what NPCs are currently in? Any military or soldier types? It’d be fun to see some kind of rogue military contingent running around killing zombies and survivors alike.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 1, 2016, 2:39am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/429 "2016-11-01T02:39:54Z")

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npcs are defined as individual npcs for custom placement and as classes.

but classes are very vague. their kitout has a bit of overlap, and there is currently little to set them apart ala mechanically, by mission, or by functionality.

- arsonist
- ‘no class’
- hardcoded default
- soldier
- merc
- thug
- bandit
- shopkeep
- doctor
- hacker

maybe a few more that will randomly spaw as dynamic npcs

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**Author:** ![Coolthulhu](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/coolthulhu/32/2446_2.png) [@Coolthulhu](https://discourse.cataclysmdda.org/u/Coolthulhu)\
**Post date:** [November 1, 2016, 11:04am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/430 "2016-11-01T11:04:39Z")

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> [@pisskop](#):
>
> Anyone have any NPC ideas?

If you wait after the mutant NPC update [Mutant NPC update by Coolthulhu · Pull Request #18840 · CleverRaven/Cataclysm-DDA · GitHub](https://github.com/CleverRaven/Cataclysm-DDA/pull/18840) you can add traits to them.

Are you planning to synchronize the master branch of your mod with the one on your github?  
If not, it could be easier to remove it from core game and avoid the whole “delete folder then apply the one from different repo”.  
As far as I recall, the author of cata launcher (RemyRoy?) wants to add the ability to automatically download mods that are outside core game.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 4, 2016, 1:03am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/431 "2016-11-04T01:03:46Z")

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As normal, [here be a patch](https://github.com/pisskop/PKs_Rebalancing).

download is that green button that says clone/download on the right side of the screen.

Now, Ive actually got more for you, buuut I cant release it in good concious.

Ive been tweaking around on the mapgen overmap specials. Ive added some superfluous flavor things, like long rows of apartment/condos, and Ive added spawns for swamps which relies on the swamp location PR going through. I dont see why it wouldnt. Ill have to make it more valuable by adding in other swamp-exclusive locations.

But, Ive done more than just flavor buildings and swamp spawning. Ive also made many buildings, especially smaller buildings, stop spawning at the end of a tendril of road and instead spawn on the side of the road.  
Small power substations, sai centers, and even some farms -can- spawn along the road, spicing up the world a little I hope. Ive made some structures like megastores spawn on the side of roads and plan to add a generic ‘parking lot’ overmap special so I can add it to these structures. Ive made some things only spawn in swamps, again, and Ive reduced some spawns to make sure everything else can spawn.

But none of what I do is permanent yet, since mapgen is being overworked right now.

[center]— --- — --- —[/center]

Now, this patch above does have extended poison effects, ai-pathing, and some utilization of the new codes for json monsters.

poisons can last for over an hours now :eek: and triffid antidotes, which spawn on scientists and in survivor drug caches and labs, and can be crafted with moderate survival and cooking skill, can arrest and block the poisons. there are 2 flavors -regular and badpoison- and one is stronger. Both block the poisons while royal jelly only cures the current case without future protections.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 4, 2016, 1:32am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/432 "2016-11-04T01:32:33Z")

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This is how I walked into the game:

![](http://i.imgur.com/4CZhivH.png?1)

And yes, being a naked drunk in a burning house necessitates leaving said house. Usually naked.

So Im 2 houses down after being chased out of my first house and then having to burn zombies outside.

p:

Web spider poisoned me, and I had to burn it too.

I huddled in a Mancave basement for a while, tearing up a leather jacket, crying, and being too weak to lift a pipe for a bit. Then I left and now Ive got a filthy rucksack and enough storage to leave town before sunup. Im killing zombies in like 15 hits, and Ive got my sling and 20 marbles. As far as survivors go, this guy has the basics down already.

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 4, 2016, 7:00pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/433 "2016-11-04T19:00:36Z")

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{  
“id”: “mon\_tripod”,  
“type”: “MONSTER”,  
“copy-from”: “mon\_tripod”,  
“description”: “The Honda Minuteman, a 4-foot tall robot walking on three spidery legs used as aids in tactical infiltrations, guerilla warfare, and small deep field operations. For weapons, it has a trio of spiked retractable cables and a powerful welder for cutting into steel and concrete.”,  
“size”: “MEDIUM”,  
“hp”: “60”,  
“melee\_skill”: 8,  
“melee\_dice”: 3,  
“melee\_dice\_sides”: 4,  
“melee\_cut”: 6,  
“melee\_damage”: [  
{  
“damage\_type”: “stab”,  
“amount”: 6  
},{  
“damage\_type”: “heat”,  
“amount”: 4  
}  
],  
“vision\_night”: 25,  
“path\_settings”: { “max\_dist”: 30 },  
“special\_attacks”: [[ “GRAB”, 5] ],  
“flags”: [“SEES”, “HEARS”, “GOODHEARING”, “BASHES”, “BORES”, “PUSH\_MON”, “PATH\_AVOID\_DANGER\_1”, “NO\_BREATHE”, “ELECTRONIC”, “CLIMBS”, “PRIORITIZE\_TARGETS”]  
},  
{  
“id”: “mon\_chickenbot”,  
“type”: “MONSTER”,  
“copy-from”: “mon\_chickenbot”,  
“vision\_night”: 20,  
“starting\_ammo”: { “40mm\_frag”: 100, “556”: 1000, “bot\_tripod”: 2 },  
“path\_settings”: { “max\_dist”: 50 },  
“special\_attacks”: [[ “CHICKENBOT”, 4], [“GRENADIER”] ],  
“flags”: [“SEES”, “HEARS”, “BASHES”, “NO\_BREATHE”, “ELECTRONIC”, “PRIORITIZE\_TARGETS”, “HIT\_AND\_RUN”]  
},

_whistles innocently_

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<div class="post-metadata">

**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 4, 2016, 10:26pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/434 "2016-11-04T22:26:05Z")

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TIL that you can spawn in ANY shelter id ANYWHERE a shelter is. If I made shelters spawn right inside a lava rift, guess where you would be spawning?

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**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 4, 2016, 10:48pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/435 "2016-11-04T22:48:09Z")

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So I know Im posting a lot:

![](http://i.imgur.com/446F1xx.png?1)

Ta-da! Its my own little bay’s first township.

Anywho, its its own town. It spawns under the standard zombie rules.

This also should be able top spawn by roads and thus be a ‘routeside township’ Ive mentioned wanting before. If they are rare enough I can add 4 or so and have real good time with it.

The game picks random houses for the houses, so in theory any houses could spawn.

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**Author:** ![Firestorm\_01](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/firestorm_01/32/1977_2.png) [@Firestorm\_01](https://discourse.cataclysmdda.org/u/Firestorm_01)\
**Post date:** [November 5, 2016, 10:41am UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/436 "2016-11-05T10:41:03Z")

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It may be cosidered trolling but I can’t resist 🙂

> What PRM Does Not Do: ... PRM does not add grossly to the sci-fi theme of the game. PRM does not try to break lore.

And at the same time I found that in PKs\_Rebalancing/items/tool.json:

```auto
...
 "name": "pocket ball",
...
 "description": "A fist-sized ball that holds the ...erm, 'energy' of a monster, allowing you to transport them within safely. Seems to conserve weight, making its use impractical.",
...
"use_action": "CAPTURE_MONSTER_ACT"
```

[Pocket baaal](https://www.youtube.com/watch?v=eA6p82EZOaw#t=1m23s)

And also question:

Where should I get last version? On your github repo([GitHub - pisskop/PKs\_Rebalancing: Pisskop's Rebalancing Mod for Cataclysm: Dark Days Ahead](https://github.com/pisskop/PKs_Rebalancing)) or by your patch links? I mean is github version always ready to go and partially tested?

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<div class="post-metadata">

**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 5, 2016, 2:03pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/437 "2016-11-05T14:03:10Z")

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Git is usable. It’s as also easier to update than Dropbox, so I’m using it for patches.

Have you found a pocket ball? I’ve found one since adding it. I used it to catch a hulk

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<div class="post-metadata">

**Author:** ![Firestorm\_01](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/firestorm_01/32/1977_2.png) [@Firestorm\_01](https://discourse.cataclysmdda.org/u/Firestorm_01)\
**Post date:** [November 5, 2016, 2:07pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/438 "2016-11-05T14:07:45Z")

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> [@pisskop](#):
>
> Have you found a pocket ball? I’ve found one since adding it. I used it to catch a hulk

I actually just planning to try your mod.

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<div class="post-metadata">

**Author:** ![Firestorm\_01](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/firestorm_01/32/1977_2.png) [@Firestorm\_01](https://discourse.cataclysmdda.org/u/Firestorm_01)\
**Post date:** [November 5, 2016, 2:20pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/439 "2016-11-05T14:20:52Z")

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And straight away:  
src/overmap.cpp:991 [void overmap\_special::finalize()] Overmap special “bog” has invalid location “swamp”.

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<div class="post-metadata">

**Author:** ![pisskop](https://sea2.discourse-cdn.com/flex016/user_avatar/discourse.cataclysmdda.org/pisskop/32/1327_2.png) [@pisskop](https://discourse.cataclysmdda.org/u/pisskop)\
**Post date:** [November 5, 2016, 4:42pm UTC](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323/440 "2016-11-05T16:42:04Z")

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Mmm. There a PR in the coregame to add swamps as spawn locations for buildings. It should be okay to ignorenmy over anxiousness

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[Next page](https://discourse.cataclysmdda.org/t/pks-rebalancing-mod/11323.md?page=23)
