From what I can see, I guess we have to wait for it to pass…
While I am at it, what is a PR and CR in github?
From what I can see, I guess we have to wait for it to pass…
While I am at it, what is a PR and CR in github?
A PR is a pull request. It’s for when you’ve made a fork of the cleverraven\cataclysm-dda repository and have made changes to it. You put those changes into a commit and issue a request that cleverraven\cataclysm-dda pulls those changes into itself.
[CR] is a tag you give to a PR when you’d like ‘Community Response/Review’. If you aren’t certain that you’ve got your equipment balance correctly or your code is right, put [CR] on it.
Bonus data:
[WIP] Work In Progress: When you aren’t done with something and you don’t think a PR is ready to merge, give it this tag. [WIP] [CR] is pretty common, too.
You already can make NPCs read…FOR you. If you’re illiterate, a companion NPC can read a book to you.
You already can make NPCs read…FOR you. If you’re illiterate, a companion NPC can read a book to you.[/quote]
Ohh,that is pretty useful stuff.
So, here’s a funny question regarding the RX12 Jet Injector…
I can’t recall intentionally making red potion cure the exact same effects that the jet injector does. I MUST have, but I can’t find any sign of when the RX12 went from a predominantly hardcoded effect to having an entry in effects.json.
So when creating a custom scenario for character creation, you can specify that players can chose more traits than the default (experiment scenario) but can you also blacklist traits? Lets say, forbid players from choosing the tough trait or the frail?
I’ll procure a code excerpt for that.
},{
"type": "scenario",
"ident": "patient",
"name": "Challenge-Abandoned",
"points" : -8,
"description": "Sickly and frail, you have spent most of your life in the patient's ward of the hospital. When yours was evacuated, you were left behind because you were a lost cause. You awaken to the sound of movement around the hospital.",
"allowed_locs": ["hospital"],
"start_name": "Hospital",
"forced_traits" : ["FLIMSY2"],
"forbidden_traits" : ["TOUGH","DISRESISTANT"],
"professions" : ["unemployed","bionic_patient","patient","broken_cyborg"],
"flags" : ["CHALLENGE"]
},{
How can I transfer configuration settings from build to build? Every time a character dies, I start over on the latest experimental. So far I’ve been going through settings and key-bindings manually every time, but I’m sure there’s got to be an easier way…
The CDDA launcher seems to help with that
Should have mentioned, I’m on Ubuntu…
Save the config folder before the update and just paste it back in.
View the mutations.json file. Each mutation has a line: “starting_trait” : true,
I usually download a new version and then just copy the folders ‘save’ and ‘config’ into the new build. I know it might be bit dodgy because new settings might be introduced at any point, and old ones might even get removed, but it has worked so far, or at least I don’t associate any crashes or failures to this practice…
See, now I want to go back to manual editing, just to be safe.
Come to think of it, I’ve been copypasting the config folder over quite a few versions now… That can’t be wise.
Recently, 3D vision’s initial foundation has been merged, and enabling it entails an option that is off by default. So if this practice breaks stuff, you’ll find out soon enough. o3o
Heyho.
For clarification, the chemical Board is every bit as capable of cooking as the kitchen unit? Like it cooks with the same quality as a kitchen unit?
So why bother with the kitchen units?
Onboard chemistry lab doesn’t have a hotplate, I think, and if so you can’t really get any cooking done.
Of course it has a hotplate. Thats how you cook chemicals?
{
“type” : “vehicle_part”,
“id” : “chemlab”,
“name” : “onboard chemistry lab”,
“symbol” : “&”,
“color” : “yellow”,
“broken_symbol” : “x”,
“broken_color” : “light_gray”,
“damage_modifier” : 10,
“durability” : 65,
“size” : 400,
“item” : “chemlab”,
“difficulty” : 3,
“location” : “center”,
“flags” : [“CARGO”, “OBSTACLE”, “CHEMLAB”, “COVERED”],
“breaks_into” : [
{“item”: “steel_lump”, “count”: [4, 7]},
{“item”: “steel_chunk”, “count”: [4, 7]},
{“item”: “scrap”, “count”: [4, 7]},
{“item”: “chemistry_set”, “charges”: 0, “prob”: 50},
{“item”: “hotplate”, “charges”: 0, “prob”: 50}
]
}
{
“type” : “vehicle_part”,
“id” : “kitchen_unit”,
“name” : “kitchen unit”,
“symbol” : “&”,
“color” : “light_cyan”,
“broken_symbol” : “x”,
“broken_color” : “light_cyan”,
“damage_modifier” : 10,
“durability” : 80,
“size” : 400,
“item” : “kitchen_unit”,
“difficulty” : 3,
“location” : “center”,
“flags” : [“CARGO”, “OBSTACLE”, “KITCHEN”, “COVERED”],
“breaks_into” : [
{“item”: “steel_lump”, “count”: [30, 40]},
{“item”: “steel_chunk”, “count”: [30, 40]},
{“item”: “scrap”, “count”: [30, 40]},
{“item”: “pan”, “prob”: 50},
{“item”: “pot”, “prob”: 50}
]
}
So the answer is to leave a frying pan and a pot on the counter and call it a day, because the only thing it appears to have on a chemlab is a pot/pan.
The kitchen unit has a pot/pan, and the chemlab has a chemistry set.
The chemlab can cook stuff, and has the chemical making property. The kitchen unit has the food cooking property i’d assume.
I have NPC spawn on. I have not seen a NPC spawn now in several days. Is there a bug? I am using experimental version ~2 weeks old.
How is your npc spawn rate set?
And install faucet - the kitchen has one built in.