to 1.: Right. Didn’t actually knew about this bug. I don’t think this is how it’s supposed to be either, it should just switch to automatic when you want to switch it with the mechanism inside. Very odd. I assume you have posted an issue on github about it? Keeping an eye on that would tell you when someone has a fix for it and a fitting merge.
to 2.: Barrel length usually would tell you how accurate the gun is - so this might be a modifier of some kind. Both Barrel length and magazine well might also be important with interactions with holsters - i guess the ‘magazine well’ means that the magazine either fits IN the gun or if it is partially outside of the gun. Think a Glock where the magazine is completely hidden inside the handle versus an AK where the magazine is basically just attached to the gun. Again, could be important with holsters - an outside magazine would hinder you more when drawing a gun from a holster of any kind.
Still, it’s interesting that those don’t seem to be on every gun.
to 3.: Right, lasergun attachments. Those add Emitter and lens. But yeah, far as I know the types of attacment points are hardcoded, you can change the amount of them though. There >might< be an upper limit for certain attachment points, but I wouldn’t know of any. Still, if pisskop said that (at least some) have an upper limit it’s probably true. What those are…I wager you could take a gun and put 999 on every attachment point and it might show up as an error or it will automatically limit the number to the highest possible amount.
[quote=“BorkBorkGoesTheCode, post:17903, topic:42”]You can create new modslots and compatable mods by adding the new slot to a gun’s valid mods list, and changing a mod’s location "location": "",
Some mods that add, remove, or change certain features are mutually exclusive.[/quote]
So in the location I can add a “bayonetlug” and then change the spot for the combat knife to be able to use that slot so I can have both a grenade launcher and a bayonet but not 2 underbarrel mods to prevent grenade launching and shotguning.
Does the most recent build through launcher fix the scabbard/sheath bug, causing held item to disappear? no
Or is there a temp fix I can apply besides going back to 6786?
[quote=“NuG, post:17907, topic:42”]Does the most recent build through launcher fix the scabbard/sheath bug, causing held item to disappear? no
Or is there a temp fix I can apply besides going back to 6786?[/quote]
Also, I am using Urban Development mod, I believe those are also the buildings being releasing i some of the recent updates, should I remove/disable the mod from my save somehow? I keep getting too many over map specials when I load in. I reduced some occurrences for 2 story hotels, in overmapspecials.json, but am now getting it again and am not sure what else to reduce.
Okay so making my own gunmod slot works as well as gunmods for said slot however the item I intended to change was the combat/fighting knives from an underbarrel to the new slot however they don’t seem to want to be in that slot. I imagine it has to do with the migration thing.
EDIT: WHAT THE HECK?!?!?!? I essentially copy pasted the combat knife with the location changed into the gunmod underbarrel file and apparently that works.
DOUBLE EDIT: Apparently this combat knife only going on underbarrel is something related to the actual identity.
On another question does the migration file actually do anything?
Do people go to prisons to loot? I’ve not really been in one except trying to escape from it, now that have control laptop and all that good stuff I feel like I could explore it semi-safely. Are the armories in there any good?
Ah, that’s what I was afraid of. I’m gonna stick to the lab I found for now, have already found some nice stuff and not even done with the first floor. I am being very meticulous this time, and marking every tile explored as I go. Takes a bit more time, but saves time in the long run I believe.
I remember seeing somewhere a sort of melee weapon guide. Not for which melee weapons to use but as far as I can tell it is a guide to creating melee weapons. An example for an entry was I think like if a weapon has a large contact area give it +5 to hit or something like that. And I also want to know if a similar thing for firearms exist?
Is the pneumatic assault rifle better than bows? and, why i have horrible accuracy with the heavy crosbow i want to use it but the crappy accuracy is something that pulled my brakes after i tested it, also it has an incredible damage 76+ u wot m8.
Pneumatic Assault Rifles vs Bows isn’t a great comparison. “Bows” are a broad category and PAR is a specific weapon. At high Archery levels the Reflex Recurve Bow with Steel arrows will outperform it. The PAR is basically a training weapon to raise the Rifles skill without wasting valuable ammo. The Pneumatic Bolt Driver on the other hand is absolutely amazing.
[quote=“hobophobic, post:17912, topic:42”]Could anyone with linux expertise help me change my in-game fonts? Please please please!
I am playing on ubuntu, and the folder which fonts.json is located can’t be edited without using root access.
I’ve been trying to do this for so long with zero success :([/quote]
Oh, you should have asked in the tech support thread. I’d have noticed it sooner. That’s okay. If you want to edit a file that’s root only, pop open a terminal and type in “sudo [name of your text editor] /path/to/the/fonts.json” so if you’re using gedit and it’s in /usr/games/cataclysm then you’d go “sudo gedit /usr/games/cataclysm/data/fonts.json” or fontdata.json or whatever it is. It’ll ask you to enter your password, type it in and press enter (it won’t look like anything’s happening until you hit enter) and then your editor should pop up with the file in it, and you’ll have write access now.
If you’d like to make it more convenient to fool with, then “sudo chown username /path/to/the/fonts.json” will change ownership of the file to “username”.