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Pisskop's Rebalancing Mod for Cataclysm: Dark Days Ahead

Home Page: https://discourse.cataclysmdda.org/t/pks-rebalancing/15301

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dangernoodle avatar degenerategroundstate avatar firestorm01x2 avatar illi-kun avatar pisskop avatar zhilkinserg avatar

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pks_rebalancing's Issues

Mob list?

Not really an issue, but a question:

I'm looking into the feasibility of creating a compatibility patch for PK's Re-balancing and a graphics pack. It would be useful and time-saving if I could find a consolidated master list of all the mobs added to the base game, rather than having to pluck them out of the code one at a time. Note that I'm looking for the mob IDs (e.g. mon_zombie_hulk) and not the common names (e.g. Zombie Hulk).

Does such a list exist? If it doesn't, no worries, I'll just have to make due doing things the old fashioned way.

Unkillable Shamblers

goddamn shamblers

Playing with a recent build [6686], Shamblers I've discovered are the zombie version of Shoggoth (absorb flag). However, as they spawn with hordes in an open environment, by the time the player notices them they'd have likely absorbed a huge number of items and amassed an insane amount of HP.

This particular one on the screenshot survived several dozen shots from my slingshot cannon (it ate the rocks). I tried going toe to toe against it with hydraulic muscles, Silat monoblade crits + electro shock unit to keep it stun-locked in fire... but it looks like I'm hardly making a dent on it's HP.

There should be a limit to HP gotten via item absorption

Hellfort needs tweaking

The hellfort is considered by me to be the ultimate challenge of the game so far. It is a pain to get in, surrounded by high end guaranteed spawns, lava pits, outdoor infantry spawns, a church with a 'priest' spawn (high level baddie), and plenty of traffic and angst due to the noise.

Its basement is the real test, though as its a wreck of rubble and pillars and lava and demons. I dont mind that kind of level/floorplan, but Its needs more balancing.

CTD When Loading Map.

When using the latest experimental version, creating the world from the main menu produces no errors. However, when I go to start a game, I get a bunch of debug message, a failed assertion popup, and then the game crashes.

Heres the content of the assertion message, reproduced as best I could because I couldn't copy text out of it:
Assertion Failed!

Program: C:\Users\Me\Doccuments\CDDA\cataclysm-tiles.exe
File: src/overmap.cpp, line 510

Expression: directional_peers.size() == om_direction::size

My debug log is attached. I'm using the default mods, and this mod, plus its dependency.
debug.txt

Android Version Of CDDA

I'm stuck (for now) using the latest android version of cdda. It's been a pain in my ass trying to fix code and script when I'm not experienced in either, or making mods compatible or to stamp out errors. Your mod looks great and it's nice seeing some updates here and there, but every other source I go to for new content is either dead, dead, really dead,or shut down.

Being new to GitHub, I'm super confused about how to download these files you put out and replace the old crap still resting within the Core Android Version. If you could direct me to a fresh download link that uses something simple for simpletons, such as One Drive or Dropbox, I would greatly appreciate it. Shame the Android Version barely gets any good/new content anymore.

410 shot conflicts with vanilla realguns mod.

To clarify, using both PK Rebalance and realguns causes there to be two distinct .410 shot types. The one from PK erroneously being interchangeable with .45 ACP (correct me if that's intended for some reason) and the one from realguns correctly being interchangeable with .45 Long Colt and .454 Casull.

crash in character generation

Game version: Newest

Operating system: Windows 8.1

Tiles or curses: Tiles

Only happens when the PK rebalancing mod enabled. I've tried a variety of different mod combinations and it happens only when PK rebalancing is enabled.

Expected behavior
Make a character.

Actual behavior
Before I make a character, during map generation there is a crash.

When it reaches PK rebalancing, it gives this prompt.
mutagen crash

Then it crashes when it hits items.
mutagen crash 2

Lastly, it started up after I altered PK_Regional_Settings.json to fix issue #50 but only after I updated to the most recent build.

#7904 broke PK

Just a heads up - The forest regional settings type change creates an error for this mod. Does anyone know how to fix this?

Road Tendril Terminal need more locations worth going to.

Ideally, the hiway between towns and the road tendrils would be different at a glance. Id love to see a 2way hiway.

But, nonetheless, road tendrils need better terminals. Mines work, evac shelters dont.

Campsites dont.
Mansions are op for their books.
power stations are meh.

Due to the changes how braziers work

These tags inside standing_stones.json and cavepit.json are no longer considered traps but furniture

  "traps": {
    "#": "tr_brazier"
  },

should be changed to

  "furniture": {
    "#": "f_brazier"
  },

or added into the furniture tag

*I simply deleted it as i don't know how to mod properly but it's been suggested in the discord for cdda that it should be changed to the furniture tag, and traps removed"

Versioning and releases

As part of the CDDA Game Launcher, it would be nice if PKs_Rebalancing used release versions. The launcher could check what is the currently installed version of the mod, check if there is a new version on github and prompt the user to upgrade his mod or do the upgrade automatically. I'm not sure what would be the best way to achieve this.

An easy and forward looking solution would be to add a version field in modinfo.json using a comparable version scheme value. Something like "version": "0.9" at the same level as "type": "MOD_INFO".

Github offer the ability to create releases. From the launcher, it would be easy to scan those releases for the version and list the available versions. An alternative would be to create tags in your git repository (which a github release also does).

This is related to remyroy/CDDA-Game-Launcher#84

Error

DEBUG : Received unrecognized iuse function BATTLETORCH_LIT, using iuse::none instead

FUNCTION : use_function Item_factory::usage_from_string(const string&) const
FILE : src/item_factory.cpp
LINE : 2553

DEBUG : Received unrecognized iuse function TORCH_LIT, using iuse::none instead

FUNCTION : use_function Item_factory::usage_from_string(const string&) const
FILE : src/item_factory.cpp
LINE : 2553

Problem creating a character

Game version: newest

Operating system: Windows 10

Tiles or curses: Tiles

Mods active:

Expected behavior

To create a character.

Actual behavior

There's an error when I try to create a new character here's the screenshot:
cata

I've tried downloading the newest mod and replacing it.
And I've tried adding

"houses": {
"house_two_story_basement": 1,
"house": 1000,
"house_base": 333
},

like the other posts say, but it dosen't work.

Steps to reproduce the behavior

Use the PK mod with the Launcher.

Thanks for any help.

mon_gator problem

Hello Pisskop,
after your new patch, the game complains with 3 different debugs about mon_gator.
It happens on loading a save game but also on starting a new game.

cata version 6328

Doom Weapons need making

Lets see here...

-pistol, shotgun, chaingun, lightmachinegun, rocketlauncher, plasmagun, plasma shotgun, bfg, chainsaw, megarmor, areamap, lowlight vision.

Those will about do it for the rest of the doomy items for now. I have an idea what to do with some, but this will let me plan it out more.

-Pistol is either not happening or going to be a large caliber weapon. Like a fukheug weapon.

-Shotgun will likely be a lower damage weapon with an integrated undermod to hold more shots. Less damage, more shots more range.

-lmg can probs be an afterthought. chaingun too, though a gatling gun needs to happen jus'cuz

-rocketlauncher -> 3shot burst rocketgun. salvofire ahoy

-plasma (shot)gun. Ohh yes. PK likes his shotguns, and plasma gun will actually be fun to make and play with

-bfg is going to be a bounce gun with explosive impacts. Sorry, guys, no real rays happening here. not without coregame modding

-comareamap is easy explained away by satellites. but, as a twist I think that it will be seethroughwalls, not mapreveal. I figure a box that grants you X number of turns of clairvoyance will suffice.

-I have light power armor, but I may need a second version to be safe.

-Google are kind of meh.

Cant create new Custom Character (reproducible)

Cant create new custom character.
Can successfully create custom character without pkmod.

Repo:
From launcher
Install latest cdda (0.C-23932-g9ab5c97)
Install latest pkmod (5.4.9)
Create new world with cdda core and pkmod only ("dda", "PK_REBALANCE")
Create new Custom character
While at step "Loading Content (PK_REBALANCE)" get the following error:

Error: item group already defined with different type
main_menu::new_character_tab() - main_menu.cpp:615

Continue past error returns back too main menu.
No debug log in for on what item group clashed.

Weighted list 'default_groundcover' required for 'default'

"house_basement_chance": 6, 	"//": "one_in(n) houses with basements",
"default_oter": "field", 	"//": "default oter_id (anything that isn't a house/road/etc) some become forests",
"default_groundcover": {
	               ^
				"//": "biome settings for generic 'grass_or_dirt' (which is reproduced below",
"primarg": "t_grass", 		"//": "default ter_id on ground",
"ratio": 4, 			"//": "one_in(n) chance that it becomes..
 
FUNCTION : bool main_menu::load_character_tab()
FILE : src/main_menu.cpp
LINE : 841

Since updating Cataclysm DDA to the #6872 build (persists on #6873), I've been getting this error on either an existing character and a newly created character.

Hellspire needs to be completed

As the first doom structure, and the one most people will find first, it is both the most important and the most outdated in terms of method and my own skillset when it was made.

I need to go over it and maybe reduce some of it; and make a finale.

Thoughts:

  • needs a boss. If I have the archdemon as the boss of the labs, then Its either the archvile-maze or the cyberdemonpit? Or else barons palace. These are just names, but I hope they are obvious in their intentions. I need to decide what boss goes where.

Use a different unique ident value in modinfo.json

If you use a different ident value in your modinfo.json file, the CDDA launcher would keep both your mod in the base game and the custom mod when updating. This could be a temporary workaround for people that are updating with the launcher and losing your latest version of PK's Rebalancing because it gets overwritten by the one coming from the base game.

If you go ahead with this suggestion, it would probably be a good idea to give it a slightly different name to so people can see which one they are selecting in game. Maybe like Experimental PK's Rebalancing or something else.

This is a very small issue that could help many people. I might try to use a better solution with the launcher but there is no obvious and easy one I found so far.

Plant harvesting tools missing.

There's a shift-a hoe for fast soil tilling, but there's no shift-a tool for fast plant harvesting. There's the scythe in game, but has no option except being a weapon.

Would be nice to have a tool for fast harvesting and not be forced to use vehicles in that regard.

Android Version Of CDDA

I'm stuck (for now) using the latest android version of cdda. It's been a pain in my ass trying to fix code and script when I'm not experienced in either, or making mods compatible or to stamp out errors. Your mod looks great and it's nice seeing some updates here and there, but every other source I go to for new content is either dead, dead, really dead,or shut down.

Being new to GitHub, I'm super confused about how to download these files you put out and replace the old crap still resting within the Core Android Version. If you could direct me to a fresh download link that uses something simple for simpletons, such as One Drive or Dropbox, I would greatly appreciate it. Shame the Android Version barely gets any good/new content anymore.

Acid trap

Need to add acid trap.

should be easy enough.

Missing Walls?

Since installing PKR, I've twice encountered buildings that, rather than being made of regular walls, were made of smoothed stone. The layout is identical to their regular variants, except for one issue: these smoothed-stone variants have no internal walls, which essentially means the entire building will be one giant room. The internal doors still appear in their expected places, just not the walls.

I've encountered this issue with a museum and pizza parlour, but there could be more.

Apparently, Labrador Mutts don't want dog food with this mod active.

The issue is basically as described here. As mentioned in the comments, through the creation of multiple worlds with different mods enabled, I've been able to narrow the cause of the problem down to PK's Rebalancing.

Any idea how I can fix this on my end while the issue gets fixed in the files here by whoever's working on it?

Apis won't spawn with mod on

its not a big problem because you can still debug spawn them albeit with a normal human name instead of apis as a name

my guess is that it has something to do with scabby zombies maybe changed map for hive. desu?

Martial arts perks

When selecting the martial arts perks, the selection menu shows every MA twice, IE:
a) karate
b) judo
c) aikido
d) Tai Chi
e) Taekwondo
f) karate
g) judo
h) aikido
i) Tai Chi
j) Taekwondo

While on that.. is there a reason why the mod overrides every mutation there is on pk_mutation_override? even the ones it does not touch at all?

Doom Lab itemspawns may be off

Neat. one nice thing about this is its literally a giant public pda and a readme and a download link and an actual way to judge interest.

Anywho, Doomlab spawns need to be tweaked, and monster spawns should be maybe looked over.

Quantity, not really quality, is the concern.

Bees,wasps and mosquitoes are too deadlly

Dont know is it a feature but in last several game i died to same reason-brief encounters with mosquitoes and bees which i killed but after that painkiller count started raising and i died from breathing stopping.i was not stabbed that many times- not sureas as i was udner bone armor and i got onyl poisoning status. I have never had this problem before.

All of my characters were battle hardened survivors which dealt with far greater threats.

Typo in fungus.json

Noticed it by getting instant killed by a Squig after one bite into full hp torso with leather armour protection. Looked into json's to check what the problem was.
The Typo is here:
"min_mul": 85,
85 need to be changed to 0.85
Looks like the typo was copy&pasted also to:
mon_furvivor
mon_furvivor_glock
mon_furvivor_shotgun
mon_furvivor_deagle
mon_furvivor_smg
mon_furvivor_pk
mon_fionaea
and mon_fungus_pig to make the list Full.

There is a small chance that this is intended, but that realy doesnt make sense to me. I am going to post it also on the forum because i am not sure if this github is used.

Doom lab, The vault(necropoli), shipwreck and possibly some other overmap locations do not spawn

Doom lab, The vault(necropoli), shipwreck and possibly some other overmap locations do not spawn, i'm using the newest to that moment experimental 6421, with mod off The Vault and necropolis spawn the same goes for shipwreck, with mod on it doesn't spawn (also some mod locations do not spawn too like doom lab and possibly wasp hives). Tried with only core mod and rebalance on, so it is not conflict with mods.

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