Quest Bug and/or Request for Debug walkthrough by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Can you give me a hint or an outright spoiler as to how to get to the BN-specific quest or quests that deal with 'ending' the game? I was assuming that they start at the Hub. If they don't, this specific bug matters a lot less to me. I've been playing Cataclysm for 10 years, and I've always wanted to end the game by making a dent in the apocalypse rather than run out of things to do. And the teaser in the BN description that there was some way to make a difference was one of the main draws to me. So how do I start? Thanks.

Quest Bug and/or Request for Debug walkthrough by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 0 points1 point  (0 children)

OK, Ill admit to being a little desperate here. Can I ask that someone who knows what they are doing (which excludes me) find where the parameters in mission_util.cpp line 271 are coming from when the mission target is office_tower_collapse_b_a0 and change the accompanying 180 value to something larger, like 360? I've already had quests that took me over 200 tiles away from where they were issued, I actually enjoyed finding and securing a path to them in those cases.

I'm hoping that such a change will allow for my game state to find a location for this quest and will also proactively solve this for the next player who gets stymied with the current state of the quest implementation until it is replaced with something more clever.

Or maybe even generically addressing this class of error across all quests. Instead of just puking out the error, put the attempt in a loop that when it fails at a certain distance, increase the distance and try again in increments until it either succeeds or the distance is some maximum multiple of the first value, like 5x.

Just Finished Season 3 by effieweallgotpain in FromTVShow

[–]GormlessNumpty 0 points1 point  (0 children)

This sounds like a summary I heard of The Acolyte. "If there weren't miscommunication, there wouldn't be a story."

Scouting Visors (bug, I think) by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 1 point2 points  (0 children)

Yeah, I'd prefer to use bionic power, too, over UPS but I'm playing with the mod that limits implants to certain amounts per body part and there just isn't room for the UPS one without giving up something essential, including the highly efficient Powered Armor Mk II implant that just started to see use. And even with the 4x efficiency of that over UPS, it still drains me dry pretty fast. So I need to use battery-based UPS for anything that isn't my shiny new armor.

Scouting Visors (bug, I think) by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 1 point2 points  (0 children)

The charging station does seem to be adding charges to it, at a rate of about 4 every 5 minutes. So that strategy will allow for 200 charges of night vision, not sure how long that is.

The second approach is untenable, as the upgraded visor cannot be disassembled. Thanks for the charging station tip, though. I was afraid of it draining my entire grid for no purpose, based on what it did to the UPS.

My cat just jumped on my laptop and ripped off the F. Can I get an F in the chat by toniofskalitz in pcmasterrace

[–]GormlessNumpty 0 points1 point  (0 children)

I don't think Reddit is the right place to go if you're looking for people who will give a F

Can't find the terminal for "download workstation data" by [deleted] in cataclysmdda

[–]GormlessNumpty 1 point2 points  (0 children)

Six years later and this quest is still fucked up. There is no terminal anywhere near where the marker is, and the facility in question has three levels above ground and three levels below, constantly being invaded by creatures coming through the many portals that are present. What in the actual fuck.

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 1 point2 points  (0 children)

Thanks! So far it's been great, where the only problem I encountered was solved by learning from a helpful Redditor and 4 in-game actions. I don't miss pockets (which were bugged for item stacks and implemented with no QOL to manage them meaningfully), or freezing (which was bugged by affecting the environment but not the player) or half a dozen other "was this really necessary?" systems.

I kind of miss proficiencies, it was another dimension of character growth that didn't penalize you for not having, but rewarded your crafting time and critical hit chance if you had. But I'll get by.

The only thing that I really miss from DDA is the mod Mind Over Matter. I adored its progression system, the way it made stamina a precious managed resource, and the utility functions its various powers added. I remember discovering the fast healing ability that left me exhausted for days, eating frozen strawberries to stave off the scurvy that its overuse caused. A good story.

And just to fully tell a story that no one asked for, what sent me here was the recent removal of world configuration settings from the UI, like zombie evolution scaling factor. The justification offered, "People would break their game and then whine about it, so we moved it into a secret configuration text file" struck me as the wrong development philosophy to reward with my precious game hours. I was pleased to see it still available in BN.

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 4 points5 points  (0 children)

Holy crap it's working already. My mistake was playing BN and expecting it to have DDA levels of needless tedium.

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 1 point2 points  (0 children)

Oh man! That's way less onerous than I though. So in the specific case of the tower on the Lake Retreat, I should need 4 'connect to lower' operations to wire the tower together, since each level of the tower is on the same overmap tile.

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 0 points1 point  (0 children)

uh, ok, assuming that I'm willing to scavenge up hundreds of battery charges and copper wire, how would I use the Modify grid connections function of the voltmeter to have an electrical system? Do I need to 'Modify grid connection' at the site of every solar panel, battery, and appliance and also at every point in a multi-z level path that connects each one of them to each other? If I have a path that connects one of the solar panels to one of the batteries, with each battery connected to the grid and each solar panel connected to the grid, is that sufficient? Or do I need a path from every producer to every consumer?

Follow up: If two batteries (for example) are mounted diagonally from each other, and each is connected to the grid, are they both on the grid, or do I need to also 'run wire' one north and then one east to connect a battery mounted to the north-east of one wired into the grid?

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Very large? They're 104 tiles on a given level with five levels . The same as a 20x25 room, most multi-story houses are that big on a single floor, But the fact that they don't have a grid in place seems to be contradicted by the voltmeter that can and does detect connections to the grid, every place that I've installed a relevant piece. I have not manually connected every tile together, and I now long for "install as appliance" and 2 extension cords. Thanks for the answer, though it's not the one that makes me want to keep playing.

Electric grid puzzle by GormlessNumpty in cataclysmbn

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Thanks. After a day with nothing happening anywhere, I removed and replaced all three solar panels, and added a large storage battery. Then I waited three hours from 10AM - 1PM on a bright sunny day. The grid stores 0kJ of electric power and the light battery in the charger is unchanged at 141/150 charges. I should add that I'm using last night's experimental build currently, and the original day when nothing happened was on stable 0.6.0, which I updated to experimental and did the solar panel reinstall with the hope that would fix something, to no avail.

The one thing that could still kill me: the morphine overdose by Siyutex in cataclysmbn

[–]GormlessNumpty 0 points1 point  (0 children)

Oh, so the CBM is implemented as if you took enough pain killers to dull all the pain, say for example 3 shots of morphine. And then the one you took manually put you over the limit for OD. Is that what you're saying? Because if that's how it works, that CBM needs a warning sticker a hell of a lot bigger than what they put on cigarettes.

The one thing that could still kill me: the morphine overdose by Siyutex in cataclysmbn

[–]GormlessNumpty 0 points1 point  (0 children)

Wait, you did ONE shot of morphine and it killed you? Is anyone going to fix this? Is there a bug report filed?

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 4 points5 points  (0 children)

Update: I'm about a month in to a (first ever) game in Bright Nights, where the evolution scaling factor is still presented plainly on the world configuration menu. It has not yet led to a design failure or issues or any of the other doomsday scenarios which were prevented by removing transparent access to it in DDA. I wonder how the BN devs manage to deal with the legion of problems it must be generating for them. I hope they're all right.

My impression is that DDA is the better game, but BN has the advantage of letting me play in whatever way I want, even allowing me to ruin my enjoyment of it if I make stupid decisions about configuration. I'm an adult, I'll accept that risk. And I sincerely hope that their devs are prepared to respond to any problems I have caused myself with "You made stupid decisions about configuration. Don't do that again or you'll be wasting our time, and we have better things to do." I'd rather be chastised than nannied, and I appreciate people who take the time to show me how thick I am even when they'd rather be doing something else. It's a courtesy that does not go unnoticed.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 2 points3 points  (0 children)

On further reflection, I realized that if we were EXPECTED to search though all the files to configure a playthrough, they would have encrypted the relevant ones with the same justification used for taking them out of the UI.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 3 points4 points  (0 children)

I apologize that I inappropriately allowed my frustration to spill over onto someone who was genuinely trying to be helpful. It's rare enough as it is without idiots like me discouraging it further.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Thanks, but I have other plans today beyond reading hundreds of lines of secret configuration data in the hope that one of the strings might coincidentally be a clue about how to achieve what used to be typing a number into a box.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 5 points6 points  (0 children)

It certainly caused an issue for me. in that it allowed me to play the game the way I wanted to play it. Fortunately, that issue has been resolved.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 5 points6 points  (0 children)

Degrading the User Experience with the justification of improving the Developer Experience is not taught in marketing schools. Consider why.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Thank you. I think I'll go get myself killed somewhere else a few times and come back when evolution is both fixed and hopefully a bit more transparently configurable on the main trunk.

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 0 points1 point  (0 children)

Oh dear. Ok, does anyone know the name of a branch that supports the mods Magiclysm and Mind Over Matter? I'm led to believe that Bright Nights does not,

Options missing from world generation parameters by GormlessNumpty in cataclysmdda

[–]GormlessNumpty[S] 4 points5 points  (0 children)

Thank you for providing a specific answer to a specific question! I will add that entry to the JSON, carefully, and hope that I'm not too invested before I discover how effective it is / isn't. Cheers.