• Cataclysm: Dark Days Ahead - FUCK NO SPORTING GOODS STORES
    3,120 replies, posted
Is there something craftable that fires .50 BMG rounds? I found an armored personnel carrier with a nice stock of them, but I don't want to carry them around with me.
[QUOTE=grumble;46851443]Is there something craftable that fires .50 BMG rounds? I found an armored personnel carrier with a nice stock of them, but I don't want to carry them around with me.[/QUOTE] You can detatch the machine gun from the carrier if you got the tools, or be lucky and find an anti-materiel rifle. I do not believe you can craft any .50 weapons though.
...Honestly, with the amount of weight .50 BMG and its weapons carry, I find it way better used to arm turrets. I mean I could maybe see carrying an anti-material rifle around in your custom APC in case you come across something ridiculous like a tank bot, but at that point you're better off just flipping the turrets to burst and ramming it.
[QUOTE=RR_Raptor65;46851201]You could do this very very easily by editing the monster groups, just delete the special zombies from the list where appropriate and leave the ones that spawn in the labs alone. You could even change it so groups of them spawn to make things more dangerous in there if you wanted to. Not entirely sure of the proper structure for a mod but I'm sure you could make it into one so you can toggle it on and off.[/QUOTE] I know you can do that but I'm talking a mod that makes it so there [I]ARE[/I] horrible creatures from the depths of your vivid imagination but they only come out at certain places/times rather than a bunch of krecks, tankbots, and shocker brutes spawning all over the fucking place.
While on the topic of mods, how difficult would it be to make an mobile greenhouse vehicle part? It would make my APC almost 100% self sufficient, would only need a part that collects rain water and I'd be set :v:
[QUOTE=Bob_Namg;46851609]I know you can do that but I'm talking a mod that makes it so there [I]ARE[/I] horrible creatures from the depths of your vivid imagination but they only come out at certain places/times rather than a bunch of krecks, tankbots, and shocker brutes spawning all over the fucking place.[/QUOTE] Yeah there should be some more relevance to spawns. I'm tired of trying to loot bodies/houses/whatever with a new character only to get owned by a fucking demon that's just mulling about
That... [i]really[/i] shouldn't happen. Otherworldly critters should only spawn near their relevant sites. Most notably this means [sp]portals[/sp], which can spawn inside structures. [editline]3rd January 2015[/editline] They've really honestly toned down the special spawns. Shit like spitters, boomers, and bloated zombies are relatively common, but compared to a few versions ago the shocker zombies are much less likely to spawn. [editline]3rd January 2015[/editline] Other stuff like hulks, brutes, soldiers, cops, firefighters, and so forth are relatively uncommon except where they're guaranteed to spawn - firefighters in firehouses, soldiers in outposts, etc..
[QUOTE=Lijitsu;46851954]That... [i]really[/i] shouldn't happen. Otherworldly critters should only spawn near their relevant sites. Most notably this means [sp]portals[/sp], which can spawn inside structures.[/QUOTE] There might have been some mixup in the coding then, cause I'm almost always guaranteed to find Otherworlders by drug shootouts. I kind of guessed they where supposed to be crazy meth-daemons or something. [sp]"drugs are bad m'kay?"[/sp]
Anyone knows how to use towing cables?
[QUOTE=StrawberryClock;46852124]Anyone knows how to use towing cables?[/QUOTE] ... is it possible to connect a towing cable to a zombie?
[QUOTE=StrawberryClock;46852124]Anyone knows how to use towing cables?[/QUOTE] Never seen them, but if they're anything like jumper cables you activate it and attach it to a vehicle, then activate it again and attach it to a second. Likely has a very limited reach, I think jumper cables is a total of 2 or maybe 3 tiles in between the attach points.
I never knew these were a thing. That's great now I won't have to A. ram vehicles out of my way or B. disassemble vehicles in my way.
[QUOTE=matt000024;46852829]I never knew these were a thing. That's great now I won't have to A. ram vehicles out of my way or B. disassemble vehicles in my way.[/QUOTE] Some vehicle is partially blocking my garage, so I'm gonna tow it out with my APC.
[QUOTE=StrawberryClock;46852954]Some vehicle is partially blocking my garage, so I'm gonna tow it out with my APC.[/QUOTE] Why not just disassemble the vehicle for spare parts?
[QUOTE=eatdembeanz;46852971]Why not just disassemble the vehicle for spare parts?[/QUOTE] Will do in the future, just don't have the time now.
[QUOTE=MuffinZerg;46849039]Guys, [b]what do you think about a shared world[/b]? My idea: I set up a github repository with a cataclysm world. Everyone who wants clones the world. Every time someone loads up their game they update that world. Every time they stop playing they push the changes they made to the repository. What do you think? [/quote] That sounds great, would cataclysm work with multiple bones files overriding each other? Or are you thinking about something like a succession game?
[QUOTE=Svinpels;46851669]While on the topic of mods, how difficult would it be to make an mobile greenhouse vehicle part? It would make my APC almost 100% self sufficient, would only need a part that collects rain water and I'd be set :v:[/QUOTE] Adding the dirt mound examine function doesn't seems to work, so I think you gotta add a new tag that can be applied to the part, wich as far as I know involves coding. This is quite an interesting thing to have tough, I recommend suggesting on the official cataclysm forums. Oh nice, newest experimental has monster infighting and a lot of new chemical stuff.
[QUOTE=dreukrag;46854362]Adding the dirt mound examine function doesn't seems to work, so I think you gotta add a new tag that can be applied to the part, wich as far as I know involves coding. This is quite an interesting thing to have tough, I recommend suggesting on the official cataclysm forums. Oh nice, newest experimental has monster infighting and a lot of new chemical stuff.[/QUOTE] Fully working monster infighting? I always wondered why is it so hard to apply a few tags like "team_animals", "team_zombies", "team_nether" etc and set rules of engagements for them all.
What's the best way of obtaining charcoal?
Been experimenting with city sizes. I think the default 4 is mostly OK but I do find some of the towns to be a bit too big, so I've been trying various settings. I find anything above 5 makes cities that seem to be far too big, whereas the lower numbers tend to make really boring worlds with nothing much in them. 3 is pretty good although I do seem to notice more single houses at crossroads for no apparent reason when I use 3.
[QUOTE=ChaosUnleash;46855272]Been experimenting with city sizes. I think the default 4 is mostly OK but I do find some of the towns to be a bit too big, so I've been trying various settings. I find anything above 5 makes cities that seem to be far too big, whereas the lower numbers tend to make really boring worlds with nothing much in them. 3 is pretty good although I do seem to notice more single houses at crossroads for no apparent reason when I use 3.[/QUOTE] Use 10 and play Corusanct apocalypse simulator
[QUOTE=ChaosUnleash;46855272]Been experimenting with city sizes. I think the default 4 is mostly OK but I do find some of the towns to be a bit too big, so I've been trying various settings. I find anything above 5 makes cities that seem to be far too big, whereas the lower numbers tend to make really boring worlds with nothing much in them. 3 is pretty good although I do seem to notice more single houses at crossroads for no apparent reason when I use 3.[/QUOTE] I use 6, personally. Cities feel like cities, not like little towns. Tends to generate a ton of houses, which makes early looting relatively easy but also makes it more challenging to get to the inner stores where the best stuff tends to be.
Okay so I got two military ID cards, raided a military bunker and picked up some [sp]manhacks and an inactive turret from one of the rooms[/sp], ran back to the LMOE shelter I spawned at and put the [sp]turret[/sp] down. It beeped and turned around and instantly killed me. They were always friendly before when you placed them, did it just glitch or something? There were no enemies around or anything.
-snip- [url]http://facepunch.com/showthread.php?t=1262384&p=46861231&viewfull=1#post46861231[/url]
[QUOTE=MuffinZerg;46855753] Sad to think that Cataclysm mmo is not possible.[/QUOTE] Imagine having to wait for every player to complete their move/action every single turn :suicide:
Cmon guys, lets test this shared world thing.
What the fuck is "console command window"
[QUOTE=Kylel999;46856163]What the fuck is "console command window"[/QUOTE] I mean cmd. To open console in a folder shift+right click anywhere in that folder(make sure no files are selected in process), then click "open command window". [editline]4th January 2015[/editline] Fixed to "console command line".
can we all play at once on this world?
[QUOTE=ChaosUnleash;46856614]can we all play at once on this world?[/QUOTE] Yes, of course. But you will only see results of other's actions when they send their changes. You also can't "meet" anyone. You can find other people's stashers, corpses, whatevery they build. If someone breaks a window you might encounter that later. If someone reads a note you will be able to read it. If someone clears a town it will be clear for you too. Technically we don't "play at once", we play single independent copies of the world and then synchronise them.
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