Show Posts

This section allows you to view all posts made by this member. Note that you can only see posts made in areas you currently have access to.

Messages - Coolthulhu

Pages: [1] 2 3 ... 237
The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: April 23, 2017, 06:08:16 PM »
1. What's the matter with mutation_ordering.json? It looks like it's some sort of priority order for thresholds.

2. And where could I get the source for the new experimental? The one on the main site ( seems old.

1. It's draw order


They halve the damage output, though.
Claw damage happens if you're wielding an unarmed weapon ("none" counts as unarmed). You get half claw damage for having a free left hand and half claw damage for having free right hand AND no weapon wielded.

"Battery pool" may happen someday, but it's complex (consider multiple battery types) so I wouldn't even call it "planned".

Simplifying the game won't happen due to "politics". Unless someone makes a fork.

The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: April 21, 2017, 09:35:46 AM »
Nowadays it's just mapgen_functions.cpp

To add a builtin, you need to add a function in mapgen_functions.cpp and bind it to a name in init_mapgen_builtin_functions function in the same file.
Then, of course, recompile the game.

Yeah, but that was also before Z-levels, so you could start a fire... but you had to stay there until the way was clear!  That could actually be one of the more dangerous ways to get out.

The only dangerous part was the turret - back then fire didn't actually deal proximity damage in any shape or form, only direct damage and smoke effect (counterable with mouth env protection). And the turret could actually be killed by chucking planks at it.

But is the nerf intentional?

Not directly, but the nerf enforced what mapmakers most likely intended.

In short:
The intended version was that "chance" field means "chance to spawn items here". This is easy to understand and obviously The Right Thing. So any mapmaker who doesn't experiment would probably treat it as obvious.
The old version - bugged one - had "chance" meaning two different things: when "chance" was 100, it meant "spawn this thing here". When "chance" was below 100, it meant "keep spawning until you roll a number lower than chance". So "chance":90 meant "keep rolling and spawning stuff until you hit that 10% chance to stop rolling".

Some map features may need updating now, because any mapmaker who understood the bug has most likely tried to work around it.

That's quite funny because in 0.C, its description on the scenario-selection screen said "Brag about it on the Forums!".

And back then, you could just make a fire to destroy lab walls.

Strength effect caps at +2 fear, it's not a big deal.
For reference, holding a gun (sling counts) is +6 fear (only +2 if the NPC also has a gun), sapiovore mutation is +10, grotesque mutation is +9.

Unless you have sapiovore or deformed, just unequipping all weapons before the NPC spawns (it has to be at spawn time, not talk time) will do more than strength could.

What Kevin said, but also:

Originally the NPCs were supposed to resist being overencumbered by player who wants to kill them that way or steal their stuff. In retrospect that was a bad idea (player still could do all sorts of trick on the NPC), which is why NPCs nowadays can be freely undressed and dressed up by the player using "sort armor" function on them.
I didn't remove the limitation function because I wanted to apply it to NPCs changing their own clothing on their own (for example, wild NPCs who don't have a player babysitting them), but I never got to it.

What happened to the Wankel engine?

Reverted with the vehicle engine rework that was causing problems.

Not yet

- Possibly add the ability to have items highlighted in 'V' list

You can already do that by making them high-priority.

It would be hard to balance properly. Animal morale is already bad: you can scare a bear into wandering near you and taking hits instead of fighting or fleeing.

As for NPCs: it's even worse, because their relation to player is all permanent. Needs a rewrite, because currently the NPC gets opinion of player at spawn and then keeps it, so player caught naked and wielding a piece of soap will stay un-scary even after equipping power armor and mininuke launcher.

So... maybe someday. It will need to wait post 0.D and 0.D will wait for a longer while (ie. year(s)).

Pages: [1] 2 3 ... 237