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 - Maddremor

Pages: [1] 2
1
The Lab - Contributions and Mods / Tool Bundle
« on: August 10, 2017, 04:56:26 PM »
The Tool Bundle mod adds the titular tool bundle, an item that acts as a sheath/holster/belt for most tools. It can hold 20 different items without restrictions on weight or volume. This does not mean you get magical storage, as the weight and volume of the bundle is derived from it's contents. Thus this is a mod for those who like to keep an organized toolkit. Additionally, sheathes and scabbards can be stored in the bundle, enabling you to store knives and swords.

I enabled holstering the tools by adding the BELT_CLIP tag to numerous items. Thus the capability of the tool belt and the fireman's belt has been expanded upon as a byproduct.

If a tool in the mainline game and should fit in the bundle, let me know and I'll add it.

Link: https://github.com/Maddremor/cdda-tool-bundle/releases

2
To clarify, I don't propose making the reqs. ID semantic (codewise), rather sidestep getting a thesaurus to come up with good ID names. For example, nail_req being nail-like things instead of trying to find a good, unused synonym for nail.

3
I'm looking at adding more requirement lists to the game. However, there is no current ID naming convention to differentiate reqs from singular items, and I feel that that could lead to confusion down the road. Would a suffix in the ID, such as something_type, something_like, or something_req be suitable for a item requirement list?

4
I see your point. The reason as to why I’m hesitant to go into specific implementations is that I generally get a lot of ideas, but follow up on them in a minority of cases.
As a maintainer, "rarely follow up on them" means, "I want you to make this feature, but I'm never going to use it".  For context, a half-decent moddable armor feature would probably take 10+ hours to impliment, and for further context, I have *maybe* an hour a day to spend on the project right now, so you're asking me to spend 1-2 weeks of my development time for something you "follow up on in a minority of cases", and "things I would mod for myself". 
I get it. It's the reason I try to think of systems/frameworks/features that can benefit the cummunity at large. Now, ideas are a dime a dozen, but I aspire to come with some meaningful suggestion, or at least start of a constructive conversation.
Upgradeable power armour. You have spoken of this yourself, and I am in agreement on how it would look in play. It fits in to my mental picture of a framework as long as its not hardcoded to be PA specific.
I don't see a good reason for this sort of thing to not be PA specific.
Well to clarify, if some modification to PA were to be added and said mods would be at least partially defined in JSON, it would be nice if said armormods were not intrinsically linked (hardcoded) to the PA-attribute, ie. the attributes "is an armormod" and "this mod only targets PA" were separate. If the PA hauling frame became a armormod, it would have a flag like "PA_ONLY", or something.
Turning the different survivor armours into a single armour with mods. Instead of having separate armours as winter gear, fireproof, lightweight, heavy, and XL, you would start of with a base armour (lightweight) and add modules. The armour would have limited slots, possibly only one, with the fireproof mod making it equivalent to the survivor fire armour, the mutant adjustment to XL armour, extra plating for heavy  etc. This would allow a player to start with the basic survivor armour, and later move on to a specialised type as circumstances dictate. Perhaps I could add a “super” survivor armour with two slots for variants. Radiation shielding armormod?
Just make a heirarchy of variants and recipes to move up and down the heirarchy, that's a lot simpler than a mod system that can support it.
I was thinking of having compatibility if multiple addions were to add different "armor effects". Your objection is perfectly valid though.
A small annoyance I had is that you require a complete set of tools to build the survivor utility belt. I wish I could create a belt and then apply the different tools as armormods. Additionally things like sheathes, holsters, belt clips, and extra storage pouches could be added.
They don't need to be mods, the toolbelt just needs to act as a container.
Now it might just be my ineptitude, but I can't get a toolarmor to have multiple unique holster function (ex. holster and sheath on the same belt). Therefor I am unable to replicate the SU-belt by having it as a container.
Thermal clothing. I want to add the thermal functionality to other articles of clothing. Thermal arm warmers, thermal wool socks, thermal t-shirt, thermal shoes and so on.
I explititly don't want a system that adds features like this to clothes, it's impossible to balance.  For warmth in particular there's little to no benefit to having it be added to clothing instead of being a seperate (but low encumbrance) layer.
To reiterate, I'm not suggesting to mainline the ablilty to make any clothing thermal.

Could a "non-layer" of clothing be added as a workaround in addition to current skintight, normal, outer, strapped, and waist? This "non layer" would not cause encumberance with layering multiple versions of itself. You could have hairpins actually be located on the head without conflicting with anything else, and were I to make a magical/superscience personal force field it could cover the entire body with protection without encumbering. This as a replacement to the current convention of having small wearable objects not covering any bodypart.

(Also I want to take the oppertunity to thank you for your role in developing this wonderful game, which takes up a disproportionate amount of my time and thought.)

5
It's extremely trivial to make non-zombies also use it.
Well, that's pleasantly unexpected.

Is it reasonable to plan/discuss how different factions should behave on overmap, or is that putting the cart before the horse? If reasonable, are there any previous threads or GitHub issue in which this has been discussed? I prefer not retreading covered territory, if it can be avoided.

6
The Lab - Contributions and Mods / Re: Cataclysm++ Mod
« on: July 10, 2017, 11:03:41 AM »
Thank you for your kind word and glad you enjoy it!

As for you question, a quick comparison to other sheaths revealed no clear problems The only explanation I could have it's that the max_volume is too high...but even then there is no minimum volume...

I have a vague recollection of the minimum volume defaulting to some fraction of the maximum volume instead of 0 if not specified. Don't take my word for it though.

7
Well, I'm not exactly refering which diets that works and which doesn't. It just feels tonally dissonant with micronutrients being a larger issue than calories. An analogy would be a hypothetical Mad Max style vehicle survival game where gasoline is abundant but motor oil is scarce and the scavenging gameplay focused on motor oil. While cars need both, it would still feel "off" to not focus on on gasoline. If I were a pre-industrial/post-apocalyptic farmer (read: poor, starving peasant), I would prioritise growing some kind of grain with a high caloric yield per harvest, rather than green vegetables.

In a similar fashion, we tend to view industrial food additives with suspicion. While they might be harmful IRL, I'm still betting that heavily proccessed potato chips are more healthy than foraged berries, as they could carry radioactive fallout, toxic strains of blob, spilled industrial waste and the occational stray mycus spore.

Now, this doesn't mean I disregard vitamins and nutrients. I'm a proponent of the vitamin system, and would like to see it continue to develop. It's the holistic health system that rubs me the wrong way. Perhaps the health system is more thought out than I give it credit for? If so, a discussion would be welcome. A wiki page on GitHub for food balancing similar to the current page for weapon balance could bring more clarity and common understanding to the discussion, if anyone has time and inclination to make one.

8

I have a branch where I've started to overhaul how it works[...]
Is the wander system to be limited to zombies, or are other monster factions to be included (at some point)?

9
I see your point. The reason as to why I’m hesitant to go into specific implementations is that I generally get a lot of ideas, but follow up on them in a minority of cases. If I were to write every specific feature I want, the suggestions subforum would be more or less me rambling on and on. It would feel wasteful if I requested a specific feature, had it added, and proceeded to never use it. However, since you requested it, here’s some related ideas to what I had in mind. Note that unless explicitly stated, these are mostly things I would mod for myself, so don’t view this from a balance or lore perspective.

  • Upgradeable power armour. You have spoken of this yourself, and I am in agreement on how it would look in play. It fits in to my mental picture of a framework as long as its not hardcoded to be PA specific.
  • Blob pseudo PA, armour and weapons. An extension/rip off of the blob parts of Blazemod, but geared towards personal gear. A moddable, PA-like meat suit would be the flagship item. Would run on meat and blob. Craftable nifty gadgets included.
  • Multiple electric toolmods on one tool. The foremost feature is installing a battery compartment mod alongside a UPS conversion to allow charging batteries with UPS on the go. I’m also interested in modding in a radiothermal generator to make a large and heavy itemmod that constantly recharges the tool slowly. The RTG could also be combined with magazine style battery to recharge on the go.
  • Turning the different survivor armours into a single armour with mods. Instead of having separate armours as winter gear, fireproof, lightweight, heavy, and XL, you would start of with a base armour (lightweight) and add modules. The armour would have limited slots, possibly only one, with the fireproof mod making it equivalent to the survivor fire armour, the mutant adjustment to XL armour, extra plating for heavy  etc. This would allow a player to start with the basic survivor armour, and later move on to a specialised type as circumstances dictate. Perhaps I could add a “super” survivor armour with two slots for variants. Radiation shielding armormod?
  • A small annoyance I had is that you require a complete set of tools to build the survivor utility belt. I wish I could create a belt and then apply the different tools as armormods. Additionally things like sheathes, holsters, belt clips, and extra storage pouches could be added.
  • Thermal clothing. I want to add the thermal functionality to other articles of clothing. Thermal arm warmers, thermal wool socks, thermal t-shirt, thermal shoes and so on.
  • Weaponmods for melee weapons. You could fold in diamond weapons into this system. What i considered adding was a fire upgrade like existing fire weapons and a tazer upgrade. A flaming, shocking vorpal diamond katana is OP as hell, but I want one anyway. I also have some ideas for fantasy magic upgrades, but nothing specific at the moment.
  • This is probably long term at best, pipe dream at worst and would be a fundamental change in item behaviour. I feel that the current system of using transformations to toggle states of items is crude (although I realise that it might be the only feasible implementation). For strictly binary things, such as flashlights, this works well enough, but if I were to add, purely as an example, a scarf with three different states of wearing (all warmth, some warmth, no warmth) I need to create three different items in JSON and link them together with a circular transformation chain. Add to it a battery powered thermal heating, and it becomes unmanageable. Another example would be a modern smartphone acting as a flashlight, mp3 player,  noisemaker, and gaming device. You would need separate item definitions for every permutation of active and inactive features. If instead you could use virtual “itemmods” to add or remove features, a single item could fill many functions in parallel. Activating a flashlight would in this system add an itemmod to itself with the following attributes: give of light, increase battery drain per turn, remove yourself if there is no battery. Such virtual itemmods would stack with each other unless otherwise specified.

Now these are only samples of what I personally would make or use and once again, the specific mods are not balanced and I do not propose to mainline them. Not all are reasonable, feasible, meaningful or sane.
Also, now that I brought it up: What is the etiquette for (not) spamming the suggestion subforum and GitHub issue tracker with random ideas? I’m quasi new to participating in both open source projects and online communities.

10
As it currently stands we have two system for modifying items in-game: gunmods and toolmods (also clothing mods, but that is a dead end dev-wise). Gunmods use multiple predefined slots for different mods, while toolmods are limited to one mod per tool (as far as I can tell). While, if memory serves  e right, Kevin has expressed a preference for creating new items instead of adding more itemmods, I would like the capability to create itemmods for different items, be they weapons, clothing, or tools, in addons of my creation. Would it be feasable to create a generic framework for itemmods where an item can have multiple itemmods with optional slot restrictions? If a modification system for power armor or PA accessories were to be created at some point, it might be timely to implement a generic framework as a part of this.

Inspired revelation or idiotic ramblings? Discuss!

11
I've touched upon this in another thread, but the whole "refined carbs are bad" thing still feels off to me. While modern nutritional science does expand our knowledge in regards to health, it does operate with the assumption of a caloric surplus (in the western world). If tomatoes and lettuce becomes better base foodstuffs than flour, sugar, and lard, it clashes thematicaly with Cata as a apocalyptic survival game. Of course, if we outright state that food should be abundant as a game design choice, my objections becomes pretty moot, but to my knowledge no such statement or (pseudo)consesus has been made/reached.

If we are to going down the road of caloric scarcity, I would suggest lookng at historic times of starvation and/or rationing. What food was considered valuable? What was prioritised in agriculture?

12
Are there plans for implementing the wandering hordes system currently used for zombies only for other factions (post 0.D release)? Would it be possible to have a general system for non-human overmap movement, faction specific behaviour not withstanding? For clarity, I'm not refering to storing individual monsters states and movement.

13
Would it be possible to implement the the lack or presence of a drive train on the code side, but leave the current engines as having a built in drive train by default? To to test the system a "viritual part" could be installed like an altenator, having no item req., named "detached drivetrain" as a placeholder until a plan for a painless migration is agreed upon. Heck, use a mod to actually make a player facing change to the in game vehicles.

14
This system would discourage the practice of drinking large amounts of water between periods of willing dehydration.
You mean encourage, at least compared to the current system, where not drinking doesn't slow down dehydration.

Good point, although I imagined it as having diminishing returns when drinking water when already slaked without hard capping hydration. With gradualy increasing penalities to stats and morale from dehydration, I hoped that would discourage players from perpetually keeping their character in "water saving mode", but it could probably be gamed depending on the nature of the dehydration penalities.


additional penalties as the character grows fat

I really don't like the idea of forcing the player to manage excess calories in an apocalypse situation. Sounds like one of those ideas that "make sense", but then end up actually not doing so because of some weirdness (say, conflict with vitamin system, unfinished implementation or something like that) and result in everyone getting obese, despite working hard all day and having grievous wounds to heal.
DDA is prone to this kind of mis-simulation due to sheer size of the game.

Yes, excess calories should probably not be a disadvantage to the player. The phenomena of fat being a problem is a modern issue. However, I still feel that there is some merit to "bulking up" an energy reserve to survive the winter or a siege. The Hibernation mutation could be an extreme manifestation of this.

Satiation has the role of acting as limiter to food and water intake, and to affect mood.
This could work if we had an auto-eat system. That is, ability to queue items for the character to eat in spare time.
Otherwise it would end up annoying, taking more from the game than adding to it.
Satiation was not meant to nerf the ability to eat. In my head satiation would progress at the approximate rate of the current hunger, with calories being more long term.

It would need to be so strong, that some kinds of food would not grant enough calories to offset the satiety they cause, forcing the player relying on those to stay below "well fed" level of calories.
If you could just be satiated by eating for calories and drinking water, the satiation mechanic would be barely noticeable.
Granted that excess calorie penaleties should not be a problem, I would rather frame it as a buff for energy dense foods. Think of the three 3s rule of thumb: 3 minutes without air, 3 days without water, 3 weeks without food. While the caloric value would be more variable than the current health stat, it would still be a bit more long term than hunger or satiation. You could stay indoors during the winter with water and candy and still survive, but as candy is not filling, you have to choose between wasting high energy food to feel full or tough it out with painful hunger for the duration. The "not enough calories per satiation" problem should be rare, probably if you live on raw wild vegetables and spend the entire days clearing rubble. Wastebread and mushrooms could probably be the prominent "more satiation, little calories" consumables.

Satiation acting as a limiter was not meant to be an extra hassle for the player, but a way of keeping calories uncapped while preventing the player from eating an entire grocery store and negating the need for food for two seasons. You could say that the current hunger stat IS satiation specifically for food with calories being assumed as avaliable as long as you are full.

Does this make any more sense? Thanks for the feedback.

15
Although this has been discussed multiple times in the past and will be again in the future, I felt the need to add my own ideas to the pile. So let’s get our turnout gear against the flame war, because I want to talk about the food system.

To start of, this is not directly about the controversial vitamin system. However, it does propose more simulationist aspects the game. As of writing this post, the two main components to the consumables are hunger and thirst. These are tracked independently of each other, although many food items affect both. Especially the hunger value seems to be a combination of satiation and caloric intake, which to me seems a bit simplistic in contrast to the complexity and depth that otherwise permeates this game. My proposed armchair game designer suggestion is as follows.
The main food system, not counting vitamins and other potential macronutrients should be comprised of three stats: hydration, energy, and satiation.

Hydration would be conceptually simple, how much water your body contains. The difference from the current thirst would be that there is no hard cap on how much you could drink. Upon drinking  excessive amounts water poisoning could be possible, but otherwise the water loss should be proportional to your current hydration. If you had a lot of water, your hydration loss would be higher as the body expels excess water through multiple means. If you were dehydrated (with associated debuffs) your body would conserve water. If hydration reaches 0, the character dies. This system would discourage the practice of drinking large amounts of water between periods of willing dehydration.

Energy would represent the caloric content of a food item. Similar to hydration this would be calibrated as 0 meaning a dead character. This could also be uncapped stat, with moderate diminishing returns on uptake for high energy levels, with additional penalties as the character grows fat. Low levels would of course also give debuffs from starvation, yet metabolism would lower to conserve energy.

Satiation is the fullness of the stomach. Both food and drink would have a satiation value partially based on their volume. Drinks moves quickly through the intestines which can be modelled as them having low satiation in comparison to their volume. Satiation would be capped, but would not be hazardous at low levels. Satiation has the role of acting as limiter to food and water intake, and to affect mood. Being hungry is a miserable experience, but is in itself not lethal assuming access to water and calories.


This could further be leveraged by mutations and bionics. A predator gorging on large amounts of meat between longer periods of dormancy? A bionic serving as an artificial camel hump, reducing water loss at high levels of hydration?

Please discuss.

Pages: [1] 2