Tips, Tricks, and Newb Questions!

I think badly burnt zeds cant rez, but I’ve never tested it myself.

That said smashing them is generally the fastest way to do it.

Butchering them works too, and is my preferred method. Massive abuse of explosives can also reduce the corpse to meat in some cases.

Anything that does enough damage to the corpse to get it “pulped” will prevent it from raising, so enough overkill can do it, fire should be enough (though just setting it on fire doesn’t do it), smashing can do it, acid can do it, too.

Enough damage destroys the corpse… but smashing won’t do it, unfortunately, because I’m pretty sure necromancers can raise them, very annoying.

Necromancers can’t raise pulped corpses, only the mostly intact ones.

Basically if they can’t revive normally necros can’t either.

Yes, I’ve been told that, but I’m fairly certain I’ve seen it happen, so I’m not sure about it. Now I’m going to have to set up a test with the debugger just to see… but not tonight.

The non-reviving mod seems to stop necromancers doing anything as well, so it must be based on normal revival.

Occasionally I would hear of a (something)(I forgot the first part) darkest days ahead mod. However whenever I try to search it I get zip. Does anyone know anything about it.

http://smf.cataclysmdda.com/index.php?topic=10241.0 That’s all I’ve been able to find so far, and it’s merely discussion of an idea with no sign of downloads to be had yet.

It’s basically Cataclysm: Basement Dweller Mode. No sunlight for you. o3o

http://smf.cataclysmdda.com/index.php?topic=10241.0 That’s all I’ve been able to find so far, and it’s merely discussion of an idea with no sign of downloads to be had yet.

It’s basically Cataclysm: Basement Dweller Mode. No sunlight for you. o3o[/quote]
NO that is not what I was talking about I know I read it on the issue site but yeah I don’t remember the name but I know it wasn’t that.

Huh, not sure what other mods would be using that name or similar.

What was the overall concept? owo

[quote=“Random_dragon, post:7912, topic:42”]Huh, not sure what other mods would be using that name or similar.

What was the overall concept? owo[/quote]
I don’t know but I think it had some sort of story to it but basically I read it on the issue voter.

Hmm. No idea then… ;w;

EDIT: And now, a question: Will an active minifridge stop or slow food spoilage? The morale bonus from cold drinks really isn’t work draining the Holy Roller’s solar power if that’s all I get out of the fridge. owo

An active mini-fridge slows food spoilage to 1/5 but does not stop it completely. Freezing environments completely stop food spoilage. Yet, if you have food in a mini-fridge with the temp freezing or below around it the food will still rot at 1/5 speed.

Hmm. Now that I have my power reserves up enough, I suppose that’s good enough benefit to warrant using the power, but not ideal. I can at least further reduce power usage by only using it when I have perishable, non-canned goods. owo

Any tips for the lab challenge? How do I get out? Sometimes I find explosives but that’s just down to luck. there must be some way of escaping without relying on rng too much.

Now to try and calculate how much power a solar panel puts out in any given weather…

Looking at the source code, it seems that a panel’s effective power output is determined by multiplying its base number by the sunlight amount, so if I could just get info on how weather and time add up to determine those multipliers…

You could grind up some trapping and disarm the teleport pads. You can then either dismantle them into portable teleporters or just plant them on the topmost level and step on them.
Getting teleported while underground is a bit risky and failing to disarm the pads will teleport you, so make sure nothing can disturb you while you work on the pads.

It’s all in calendar.cpp::sunlight()

Teleporter?

Very well, math shall ensue. =w=

// How much light moon provides–double for full moon
#define MOONLIGHT_LEVEL 4
// How much light is provided in full daylight
#define DAYLIGHT_LEVEL 60

Minimum and maximum levels of light, before factoring in weather.

weather_datum const& weather_data(weather_type const type)
{
/**
* Weather types data definition.
* Name, color in UI, ranged penalty, sight penalty,
* light modifier, sound attenuation, warn player?
* Note light modifier assumes baseline of DAYLIGHT_LEVEL at 60
*/
static std::array<weather_datum, NUM_WEATHER_TYPES> const data {{
weather_datum {
“NULL Weather - BUG (weather_data.cpp:weather_data)”, c_magenta,
0, 0, 0, 0, false,
&weather_effect::none
},
weather_datum {
_(“Clear”), c_cyan, 0, 0, 0, 0, false,
&weather_effect::none
},
weather_datum {
_(“Sunny”), c_ltcyan, 0, 0, 20, 0, false,
&weather_effect::glare
},
weather_datum {
_(“Cloudy”), c_ltgray, 0, 2, -20, 0, false,
&weather_effect::none
},
weather_datum {
_(“Drizzle”), c_ltblue, 1, 3, -30, 1, true,
&weather_effect::wet
},
weather_datum {
_(“Rain”), c_blue, 3, 5, -40, 4, true,
&weather_effect::very_wet
},
weather_datum {
_(“Thunder Storm”), c_dkgray, 4, 7, -50, 8, true,
&weather_effect::thunder
},
weather_datum {
_(“Lightning Storm”), c_yellow, 4, 8, -50, 8, true,
&weather_effect::lightning
},
weather_datum {
_(“Acidic Drizzle”), c_ltgreen, 2, 3, -30, 1, true,
&weather_effect::light_acid
},
weather_datum {
_(“Acid Rain”), c_green, 4, 6, -40, 4, true,
&weather_effect::acid
},
weather_datum {
_(“Flurries”), c_white, 2, 4, -30, 2, true,
&weather_effect::flurry
},
weather_datum {
_(“Snowing”), c_white, 4, 7, -30, 4, true,
&weather_effect::snow
},
weather_datum {
_(“Snowstorm”), c_white, 6, 10, -55, 6, true,
&weather_effect::snowstorm
}
}};

Hmm, positive and negative numbers, with the worst being -55. This was what led me to realize that these are apparently not multiplied but added, in some cases. Simple math is annoyingly hard to work through when it’s presented in the medium of clusterfuck.

float game::ground_natural_light_level() const
{
float ret = (float)calendar::turn.sunlight();
ret += weather_data(weather).light_modifier;

return std::max(0.0f, ret);

}

I am assuming this adds/subtracts the weather and sunlight modifiers. Correct me if I’m wrong.

        if( !(terlist[sm->ter[pg.x][pg.y]].has_flag(TFLAG_INDOORS) ||
              furnlist[sm->get_furn(pg.x, pg.y)].has_flag(TFLAG_INDOORS)) ) {
            epower += ( part_epower( elem ) * g->ground_natural_light_level() ) / DAYLIGHT_LEVEL;

If I’m reading this right, the parts listed power is multiplied by the ground’s light level. Or…something.

Alright, so for the code-challenged here, I’m assuming the end result is that the EFFECTIVE power of a normal solar panel (epower of 111) in the worst-case scenario (night, new moon, snowstorm) is either 60 or…0. Coolthulhu, would love some corrections here if I fucked the math up. =w=