Tips, Tricks, and Newb Questions!

  1. What are the effects of Voice Remodulator CBM, which is one of the starting (faulty) CBMs when you start as a broken cyborg?

  2. Where in the game files, or in the source code, can I view the exact effects of various passive CBMs? Bionics.json contains some sort of ID for all the CBMs, such as “bio_voice” for Voice Remodulator, but that’s as far as I got. :confused:

  1. I’m assuming it’s somewhat similar to growling voice. Harder to persuade NPCs, but not sure if having a creepy robot voice can help in intimidating them.

BIO_VOICE sounds to me like its hard-coded. I dont even know for sure, but just looking at it tells me my intermediate modding experience that its hard coded.

You need to get the source code for that. Get it here: GitHub - CleverRaven/Cataclysm-DDA: Cataclysm - Dark Days Ahead. A turn-based survival game set in a post-apocalyptic world.
Find the download on the page, get the .zip, unpack it somewhere and then search the files in the src directory for relevant string.
You need a good text search tool.

For example, with grep it looks like this:

$ grep "bio_voice" -r src
src/npctalk.cpp:        if (u.has_bionic("bio_voice")) { //come on, who would suspect a robot of lying?
src/npctalk.cpp:        if (u.has_bionic("bio_voice")) {
src/npctalk.cpp:        if (u.has_bionic("bio_voice")) {

Coolthulhu, you are the coolest. :slight_smile:
Thanks.

(just a note to anyone: the source code zip is about 50MB, as the size isn’t reported)

Edit:
Ok, so if I’m reading guessing this correctly the Voice Remodulator makes the character better at lying and intimidating but worse at persuading, which is just… I mean, Cata’s just a gift that keeps on surprising. Turns out some faulty CBMs aren’t so black & white type deals. The numbers:

Lying +10 (percent?)
Intimidation +20
Persuasion -20

The Bionic-Induced Deformity is even more controversial, inflicting -50 to persuasion and +20 to intimidation.

Since we’re talking about talking, it is also of note that someone has added a comment in the code saying that Terrifying “appears to do nothing, since NPCs don’t seem to actually check for it.” :confused:

Is there a way to get detailed information about item/mob from the look mode instead of “list nearby items/creatures” mode? (talking terminal build here, not tilesets)

Can someone give me there best character build for busting out of labs without cheating at character creation? I’m getting the itch to download the newest experimental with some of the shinier new mods and I don’t feel like porting over my current OP’d survivor.
Thanks

Labs are cold, dark, with weak zombies and strong robots.

turrets are largely replaced by manhacks, blobs, and skitterbots.

manhacks are hard to hit in melee and skitterbots fairly deadly to a new player. Neither smashes though.
Given this and the general lack of guns outside the finale and locked armory decent melee capabilities would help.

Given the low food, and its perishable nature, cannibal would be a plus. some cooking skill so you can jump straight into aspic wouldnt hurt.

Seeing all the clothing around, consider sewing to get right on to comfortable living.

electronics and computers, important or hacking and dismantling tech into usable goodies.

first aid to cater to your booboos and install cbms.

getting out requires high grade explosives and/or firepower.

honestly, you talk as if you already know most of this.

[quote=“pisskop, post:12229, topic:42”]–snip–

honestly, you talk as if you already know most of this.[/quote]

Lol, I have a little experience with labs mostly going in though. Right now for instance my current character is so OP it’s almost not fun to play him. Almost. :wink:
So long story short, I know how to optimize my character above world, and once I’m doing pretty strong above ground I pretty much roll through any lab that isn’t an ice lab (hate those and seem to find a lot more ice labs). What I was looking for was a proper set up and strategy of a lab start, without debugging a bunch of extra points. Thanks bruh

I found a flask of mutagen and a keg of RDX in a wasp house that had been cleaned out by blobs. On his first day in Kingsland in the country of The New Experimental, my character has, with the help of a nail bat, slain 89 small blobs, and 10 big ones. His legs are sore, and his back thrown from originally trying to pick it up, but with the help of advanced inventory he has it in his trunk.

Question is, what do I do with such a prize?

Obviously, activate the RDX charge, then drink the mutagen to see if you get a mutation that’ll help you outrun the explosion.

Anyway, I suppose you can use the charge to clear a big horde… though that’s probably way too risky even if you have a way to quickly get out of the blast zone, which is at least one map tile big. You can probably use it at the entrance of a triffid grove. The explosion could take out the heart if you’re lucky.

:[ well Ill have to leave it. The car has a gas leak, probably pushed over the edge when driving out to the cloud of blobs that congregated around it.

I moved it out of the car though, in case zoms ever swarm the car and do that thing where they somehow start a carfire.

[quote=“Jarlaxlejr, post:12228, topic:42”]Can someone give me there best character build for busting out of labs without cheating at character creation? I’m getting the itch to download the newest experimental with some of the shinier new mods and I don’t feel like porting over my current OP’d survivor.
Thanks[/quote]

All you really need for a decent lab run is to
A) not get screwed by lab layout (something that doesn’t happen NEARLY as often anymore - YAY!),
B) not do anything stupid, like open a door with a turret behind it while standing right in front of the door,
C) close doors to keep manhacks, skitterbots, and biooperators away from you (unless it will cause problem A, in which case you can generally kite skitterbots and biooperators into dissectors, and you exploit manhack hit-and-run behaviour to get them into a different room and trap them there), and
D) be prepared to grind trapping until you can disarm a teleport trap.

That will get you out of at least 75% of labs. Personally, I get out at least 50% of the time (probably closer to 75%, really), and I never use the teleport trap option or start with any points in skills. Follow the points above, mark your map carefully to avoid stupid mistakes and wasting time looking for something you found earlier that you need now (since the food timer is counting down on you!), and in particular look for goo canisters (to waste the ammo of the turret on the top floor), teleporters, science IDs (rare - you can get to the card reader from the inside, so that’s a win), and human corpses (for the meat, which you should take for emergencies - cook it up, only eat it when you are famished and exhausted, eat until you are full, then sleep until the penalties are gone).

That’s it. Books for skills, where to find clothes and weapons, etc, I leave to you, as you are already a veteran player.

I repulsed a bigass horde from my town base, and there is piles of shit everywhere. The clothes i can cut up for rags or put in my internal furnace, and the tainted meat rots away, but there are piles upon piles of tainted bones. I already have all the mutations i could possibly want, is there anything i can do with all these bones? Or do i just have to collect them and dump it somewhere?

[quote=“Jarlaxlejr, post:12228, topic:42”]Can someone give me there best character build for busting out of labs without cheating at character creation? I’m getting the itch to download the newest experimental with some of the shinier new mods and I don’t feel like porting over my current OP’d survivor.
Thanks[/quote]
Also avoid sleeping, reading and loitering AMAP. Just get out fast.

I was about to suggest Electronics 4 in order to craft EMP grenades against turrets but it turns out you need the recipe for it from a book. Still, you might get lucky and find a grenade to disassemble, and learn its recipe that way. It’s a long shot. EMP grenade has a chance of leaving the turret unexploded, meaning that you could then disassemble the turret to get its gun, considerably increasing your odds.

Maybe invest in some Tailoring. The strategy would be to exhaust the ammo from the final turret. You would do it by wearing a ridiculous amount of reinforced armor, hitting the encumbrance limit. You would just stand at the end of the corridor and calmly soak the bullets. Just retreat down the stairs if the armor gets chewed too much and repair it. I suppose one might even roam the lab hallways using such turtle tactics, without ever fighting back. You would have to be strong enough to break the zombies’ grab though.

Not that I’ve ever tried any of that. I’m still on my first successful lab escapee char, now derping around on the topside.

  • Maybe repeatedly run over them with a vehicle? Do bones get destroyed that way? You might want a proper bulldozer anyway, with roller drums for maximum item damage.
  • Try burning them with a flamethrower or such, but do keep fire equipment nearby, be it a simple fire extinguisher or a fire truck with water cannons.
  • Can’t you consume the bones in the internal furnace?
  • Street sweepers exist. They collect crap off the streets. Build yourself a big-ass street sweeper.
  • If you ever find surface magma, dump any unwanted stuff in there.

Edit:
Superglue recipe accepts tainted bone as component… 40 per batch. Bone-be-gone.

Does negative body temperature (indicated in blue) affects PC’s health while not cold enough to give “cold” status? Do i have to bother keeping my temperature numbers green? Can PC get low immunity disease that way?

Thanks for the tips guys, it’s want I needed to hear (read). I wouldn’t consider myself pro by any stretch of the imagination but I have gotten to where I can reliably live through the first night. :slight_smile:
So now time to download latest experimental and go for it, results to follow.

Frostbite can deal damage to your limbs. So long as you keep reasonably healthy, and sleep in a -warm bed- each night, you can reasonably offset some degree of cold damage. I don’t worry about it too much early on in playthrus, as you can power through it so long as you’re careful. As for getting diseases, I honestly don’t know if being cold affects that at all.

How do you read the radiation badge and the radiation biomonitor?

I wear both on my person all the time and I once passed by a random patch of dirt (with no grass on it) and the badge changed color from green to blue for no apparent reason. The other time was me exploring the toxic waste sarcophagus, and the badge changed color twice (first from green to blue, then from blue to yellow I believe). Activating my radiation biomonitor notified me of being irradiated at a level of 32 (or was it -32?).
At what point should I start worrying? What color/level is the dangerous limit I shouldn’t cross?