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Messages - Zhilkin

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Swapping things between containers?

Announcements / Re: New main site, new forums.
« on: March 22, 2017, 01:05:59 PM »
200$ discounted by 50%

These mods can be downloaded from the CDDA Launcher (others from the launcher should work too):

    "ext", -
    "Cata++", -
    "ZSFIXED_cddaxp", -

Other mods are shipped with the game.

P.S.: I doubt there are any interesting mods on the forum which are not working.

Code: [Select]
  "type": "MOD_INFO",
  "ident": "user:default",
  "dependencies": [

Basic burns are actually worse then acid ones.

There are garages, that can contain vehicle spare parts.

The Lab - Contributions and Mods / Re: PK's Rebalancing Mod
« on: March 08, 2017, 04:43:09 PM »
Added a health bonus to antibiotics.  They will (relatively significantly) bump up your h_mod stat and will carry a chance of addiction ala some kind of germophobia thing.

Reminder that I have made medical tape good for making bandages.  5 meditapes for 3 bandages, and 100 in a stack.  thats a lot of bandaging.
Antibiotics are bad for health actually

Most people would care about `Stats through skills` mod

Announcements / Re: New GitHub feature, Project boards
« on: March 04, 2017, 12:14:07 PM »
Ah, permissions... :(

So the major hurdle is coding a system to classify buildings and roads?
It is hard to code anything that hasn't been designed.

The Toolbox - Code Help / Re: The Minor JSON Questions Thread
« on: February 28, 2017, 08:15:48 AM »
Thats not.  its a fixed percentage based on hardcode. and below

Code: [Select]
    // TODO: The supremely ugly block of code below looks better than 200 line boilerplate
    // that was there before, but it can probably be moved into a helper somehow

    // TODO 2: List how much material we have and how much we need
    item temp_item = modded_copy( mod, "wooled" );
    // Can we perform this addition or removal
    bool enab = can_add_mod( "wooled", "felt_patch" );
    tmenu.addentry( 0, enab, MENU_AUTOASSIGN, _("%s (Warmth: %d->%d, Encumbrance: %d->%d)"),
        mod->item_tags.count("wooled") == 0 ? _("Line it with wool") : _("Destroy wool lining"),
mod->get_warmth(), temp_item.get_warmth(), mod->get_encumber(), temp_item.get_encumber() );

The Lab - Contributions and Mods / Re: Building Editor
« on: February 22, 2017, 03:04:33 PM »
Sorry if this is a redundant or silly question, after we finish editing our building and have the .json file it generates, what do we do to make it appear in game? What steps come after that? Thanks in advance!
1. Put generated .json for new building to \data\json\mapgen.
2. Add ID of new building to \data\json\regional_map_settings.json using existing records as an example (only required for some building types).
3. Add one or more overmap_terrain entries to \json\overmap_specials.json using existing records as an example.
4. Add one or more overmap_special entries to \json\overmap_terrain.json using existing records as an example.


Code: [Select]
    "type" : "recipe_category",
    "id" : "CC_FOOD",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_WEAPON",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_AMMO",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_CHEM",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_ELECTRONIC",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_ARMOR",
    "recipe_subcategories" : [
    "type" : "recipe_category",
    "id" : "CC_OTHER",
    "recipe_subcategories" : [

The Toolbox - Code Help / Re: Using Git and Github to contribute
« on: February 16, 2017, 09:30:12 PM »
Is it okay that my forked repository is X commits behind original repository after I did git pull --ff-only upstream master and local master is now equal to upstream/master?

2017-02-14: Currently trying to integrate mod into core (see

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