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.
Playing with the latest experimental, I canât 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. Itâs related to an ant larvae.
^^^
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.
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.
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 âhaveâ to make sense, but it can crash if I get nutters.
But the example NPC has a strength of 108.
Damn, I really want to find that guy. I think Iâll turn on NPC spawns.
For NPCâs make some generic marines with the doomguy. Maybe scientists as well.
Iâve not seen all of them yet, so what NPCs are currently in? Any military or soldier types? Itâd be fun to see some kind of rogue military contingent running around killing zombies and survivors alike.
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
- âno classâ
- hardcoded default
- soldier
- merc
- thug
- bandit
- shopkeep
- doctor
- hacker
maybe a few more that will randomly spaw as dynamic npcs
If you wait after the mutant NPC update Mutant NPC update by Coolthulhu ¡ Pull Request #18840 ¡ CleverRaven/Cataclysm-DDA ¡ GitHub 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 âdelete folder then apply the one from different repoâ.
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.
As normal, here be a patch.
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 âparking lotâ 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]â --- â --- â[/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.
This is how I walked into the game:
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.
{
âidâ: âmon_tripodâ,
âtypeâ: âMONSTERâ,
âcopy-fromâ: âmon_tripodâ,
âdescriptionâ: âThe 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.â,
âsizeâ: âMEDIUMâ,
âhpâ: â60â,
âmelee_skillâ: 8,
âmelee_diceâ: 3,
âmelee_dice_sidesâ: 4,
âmelee_cutâ: 6,
âmelee_damageâ: [
{
âdamage_typeâ: âstabâ,
âamountâ: 6
},{
âdamage_typeâ: âheatâ,
âamountâ: 4
}
],
âvision_nightâ: 25,
âpath_settingsâ: { âmax_distâ: 30 },
âspecial_attacksâ: [ [ âGRABâ, 5 ] ],
âflagsâ: [ âSEESâ, âHEARSâ, âGOODHEARINGâ, âBASHESâ, âBORESâ, âPUSH_MONâ, âPATH_AVOID_DANGER_1â, âNO_BREATHEâ, âELECTRONICâ, âCLIMBSâ, âPRIORITIZE_TARGETSâ ]
},
{
âidâ: âmon_chickenbotâ,
âtypeâ: âMONSTERâ,
âcopy-fromâ: âmon_chickenbotâ,
âvision_nightâ: 20,
âstarting_ammoâ: { â40mm_fragâ: 100, â556â: 1000, âbot_tripodâ: 2 },
âpath_settingsâ: { âmax_distâ: 50 },
âspecial_attacksâ: [ [ âCHICKENBOTâ, 4 ], [ âGRENADIERâ ] ],
âflagsâ: [ âSEESâ, âHEARSâ, âBASHESâ, âNO_BREATHEâ, âELECTRONICâ, âPRIORITIZE_TARGETSâ, âHIT_AND_RUNâ ]
},
whistles innocently
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?
So I know Im posting a lot:
Ta-da! Its my own little bayâs 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 ârouteside townshipâ 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.
It may be cosidered trolling but I canât 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:
...
"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"
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) or by your patch links? I mean is github version always ready to go and partially tested?
Git is usable. Itâs as also easier to update than Dropbox, so Iâm using it for patches.
Have you found a pocket ball? Iâve found one since adding it. I used it to catch a hulk
I actually just planning to try your mod.
And straight away:
src/overmap.cpp:991 [void overmap_special::finalize()] Overmap special âbogâ has invalid location âswampâ.
Mmm. There a PR in the coregame to add swamps as spawn locations for buildings. It should be okay to ignorenmy over anxiousness