very cool, ive had some similar ideas, also i have a system from my own rpg that you may like, it has 4 groups of skills each holding 5 pairs of skills that cover complementary yet self fighting ideas, going so many points up in a given side of a pair drops a point from the other half, but each pair covers a theme such as Frame: Speed; Agility vs Reaction (how fast you move vs how fast you notice things)
there are more and im refining terms and points but i could show you what i have
also, what about for those who have the skills for it... turning buildings (city tiles?) into hydroponic farms or something similar (or a hunting grounds...)
another idea would be to make a construct tile capable that you could create spiked barriers to deter enemies
Reality is my clay, Imagination my tools.
Always have an idea on hand.
Hunting, chopping, fishing, and foraging spots are already planned, using forest, lakes, rivers and marshes. I have been bogged down with work this past week an a half, but I am working on things now, also, for fun, I am making color coded magazines for marking which mags have which ammo types, the colors will be none, white, black, red, blue, green, yellow, brown, and orange, this however will not limit what ammo can go in them, its more for ease of use for planning ahead. Char cloth, kevlar, ceramic ballistic plates, and other stuff is also being looked into, for more survival options, charcoal cans can be made for better conversion ratios(3 per 5 wood instead of only 1). Medical skill with botany will allow refinement of herbs into basic herbal medication, then capsules made from sugar and water will allow further refinement with chemistry and pharmaceutical kits to prepare pills and injectable medication. Air tanks and air compressors will allow medical breathing and closed breathing systems for environmental dangers. Improvised weapons and explosives are also being looked into, you would be surprised how dangerous a small bag of rusted nails, caustic chemical, and explosives is. I was actually thinking of a similar thing, just not using the "Take one to give one" method, things I would focus on are strength, endurance, weight(watch what you eat, nutrition is coming into play, too much of one thing can be a bad thing). Trade resources will be a big thing in this mod, along with a lot of junk, making looking not always the biggest pay off, broken bricks, rotten wood, trash, and other things will make things feel more run down, but rings, gems, and other rare goods will make you feel like hoarding a treasure pile, paper cash will be a semi common thing, wallets will be useful, and traveling the land will hopefully be more immersive.
My magic system is also coming along(The Idea at least, adding a ton of magics with different sources and methods of progression)
One thing I would like to do is maybe find good names for renaming drugs unless people just want to have them as is.
Main drugs would be these, I have a few names, but I wouldn't mind a few ideas(never really been a druggy in game or real life, so not too creative on it, heh):
Hemp - Devil Weed
Cocaine - Overdrive
Methamphetamine - Blue Sky
Heroin - Blue Lip
Mushrooms - Magic Shrooms
These will mostly be trade resources and have side effects that can cause serious problems, they will typically be found on bandit/raider types and sometimes looters.
And when the world has come to an end, I shall remain.
I do mod requests, just leave a comment or PM me.
Mod requests: Here
To steal an idea from roguelikes, it would be interesting if halucinogens would cause the player to see mobs as rapidly changing from type to type. One second you're looking at a dogman, the next it's a merga wraith, and the next moment you come down and it's just a dog.
Don't know if that's even possible, tho.
I am pretty sure that one is impossible with current limitations, but it will surely affect your hit and blocking chances, and other things, some will actually help you in some regards, but all will have some sort of backdraw.
Update v8/9a is being worked on now, the arsenal and caliber sets are being added and this should allow modular ammo types and 100s of guns to play with/be shot by.
Update: Things are coming along smoothly for now, and I have discovered something that may change how fighting is forever...
... I have learned how to implement flashbangs, tear/nerve gas, tactical 40mm flares, and some other things, but be warned, use protective equipment as it can get you too if you are not smart.
Next comes the implementation of AOE attacks like grenades that doesnt effect the whole battle field, only enemies... my tactic can work for this, but its literally like a nuke... fun times.
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PCP(Angel Dust) would be a good one to add, and if you are going for realistic things on the drugs they should all have immediate strong good effects for a short time then long lasting withdrawal (weed just heightens senses then makes you hungry where pcp gives near immortality/strength followed by massive damage to your system, all damage you "ignored" coming back, and a big drain in stats) (i am the crazy scientist, i know my useful chems) other than that like how things are going, cant wait to see more, btw could you add a simple gui to rename containers? that way we can name "boom bullets" vs "tranq darts" hehe
Nope, heh, not sure if that is even possible, but I can add PCP(PCP shuts down the pain receptors, being a powerful anesthetic, but smashing in their heads or shooting them in the heart still kills them, so in no way immortal, but the drug does cause brain lesions which can lead to death) and the idea is to make conditions that suit real life counterparts, some will increase stats, raise the pain threshold, etc, but the withdrawal can vary and could be possibly fatal, and addiction will be long lasting though not guaranteed, as it will vary with drug types.
Question, is it possible to make a crafting recipe that gives a random assortment of items?
Second, can you make a "use" item that can give a random assortment of items and use some time, the time is optional as I will just use the wearing out/tiring method.
Not sure what you are asking about exactly, but if I got it right - you want a crafting recipe to give random items, simply create a treasure table with random selection of items and hook it as the recipe's result.
Similarly, if you want an item to spawn random stuff after being used, create a treasure table with random items and add it as a result of that use.
The method for setting percentages for items would have been good, but I think I can figure that out. The method I am planning will use a prospecting skill, chances of uncovering stones, flint, ores, and even gems would be possible to find, though the trade off would be the inability to do it more then once per 12-48 hours, and it will cause heavy tiredness. Mines can be created with expensive resources, require a pickaxe and produce mainly stone with chances of finding the designated material as well as other materials, quarries will produce stone and sometimes other materials. Stone will become a valuable resource producing salt, mortar, stone structures, and other stone products, carved stone statues will be possible, and figures as well, heavy, but good quality ones can be quite valuable.
That would be helpful, I am actually reworking it again, but this time, it will be on youtube so I cant just mess around and not do it again :). I have a lot of sprites/textures, a chemistry plan, scrapping, smelting, forging, carpentry, alcohol brewing/distilling, machining, computer programming(that hacker trait will benefit greatly by using those illegal taps.) Survival gear, etc, its a big project and needed redone after the new modding system went live.
I really feel like this is one of the best mods there is but then again i haven't really seen any mods but anyways i like all of the effort and creation you have put into this mod and also can you add kevlar and when do you think you will be done?
*sleeps for 4 hours at DMC*
*gets encountered by DMC guard*
*DMC guard repeatedly tries to escape from unknown target*
*guard calls for drone support*
And how do i download this mod sry im new :P
sorry ive been away SO long, how is progress, also do you still need sprites? and which topics/skills/stats are you still wip on? i would love to try and help
I am actually in final stages of my thought process and now all I need is a little free time to implement things, I need sprites for almost 300 items (mostly using place holders and crude drawings for now). The more I think about the project the bigger it gets and more complex it becomes, heh.
some more story would be fun, or encounters. but yea i keep thinking of things to add to mine as well, which honestly keeps me from playing so i don't like it so much. i can't draw so i just use paint with some letters or words on a white background and call it a day.
just take a break before you burn out
DevKit is an upgraded BBC mod.
I was already burned out from work, but coding is fun for me, and relaxing. The bugs are the issue :). The Chemistry system is likely going to be a big part of this mod, literally able to make something insane from just normal every day items. Forging and machine working are a big part of creation though and the structure system is going to be important. For story, I will keep it subtle for now. But it will be worth actually looking around for things you never looked too much into, and putting things together that are fun.
i just found a way to introduce some very limited traps into the game. their restrictions are
1) they must be manually activated by the player when their standing in the hex. so you have to right click on it and hit "use" and then get out of the hex before it goes off, or have something that makes you immune to the trap.
2) their useless while physically "in-combat", they don't effect the npc's while an encounter is happening...however they do work if an npc enters while a trap is already active or if the player leaves while a trap is active.
because of these limitations you won't be able to make the coolest traps, but it does open up playstyle possibilites. for example, you can have a smokebomb that, when deployed in combat you leave...and when you leave any npc still in the hex has their vision reduced
if you know where an npc will be before he gets there, you can deploy a trap at that location, turn it on and when he walks in he will be hit by it. you have to be careful though, because these traps can only be turned of by degrading over time instead of degrading per person it effects...so esay to make it over powered. due to limitation...but you can make it last only 1 hour after activation for the people who are good at figuring out when an npc will be there.
I already implemented battle moves, smoke/gas grenades, explosives, and regional injury(you can throw grenades, but if its too close, you get caught in the blast too), traps have methods, either requiring the trapping or Trap knowledge to be immune too(one time use traps are removed/replaced with unset version), there are also now slowing traps, moats, pits, etc, and defensive fortifications like trenches and walls that I hope to implement properly, for now both get benefits.
are the traps and/or grenades AOE like what i found?
how do you get the "if your too close you get caught in the blast too"?
and are they active when you leave the hex?
They should be AOE and that means player too. Only focused in combat, and After affects will follow the player out of the hex, but the effect is instant, meaning nothing should remain after.
how do you get the regional injuary? and what method did you use to accomplish the AOE?
i used slot 200, any items on the ground effect everyone
Have an instant condition, stackable, causing injury or effect(flash-bangs are lightly timed), then have it spread, chance 75-100%(not the best option, but effective enough). Smoke grenades drop an item on the ground of the enemy that last 1 or more rounds and effects every one in the hex, Gas masks and thermal imaging goggles(yes they are NVG with a red lens) will make you immune to affects, thrown range maxes at 20ft, 15 for crude things like pipebombs, but GLs can send it as far as 60ft for precise deployment.
Battle moves are required for specific conditions, and I use a lot of them for different fire rates.
see i can't get the AOE effects to work in-combat. on paper it should work. i made an item that when added to the ground it forces everyone to sleep, however when tried in the middle of combat only the player is effected. as soon as i flee though everyone in the hex is asleep.
so how did you get the smoke bomb to work?
It worked by making the enemy drop a "Smoke Cloud" item on the ground, which lowers accuracy and defense, thermal imaging from drones and goggles help with accuracy somewhat, gas masks help more, almost as is the smoke is not there.
Oh the enemy, i meant from the viewpoint of the player using grenades. So these are for the enemy to use agenst the player? Well thatll certainly help with the enemies being too easy
Players and enemies can use it, drones are just immune to smoke.
great solution, btw it is very easy to mix poisons and paralytics, or even flammable sticky oils to smoke clouds, thus allowing further attacks if you know enough about it, hehe, thermite gas cloud, hehe (2 clouds dispersed by a spinning grenade, each side filled with half of thermite recipie and sticky oil, one spark and woomp, they are covered in ignited thermite, wash that off 8!+(# )
You are referring to Thermobaric weapons and delayed air fuel bombs. Thermite is a metal compound mixture of Iron oxide, aluminum, and often magnesium that has all been finely ground down(usually in a ball mill with not sparking materials like lead), which does not need oxygen to react and actually is hindered greatly when disbursed in the air do to over oxidation, most sticky oils also have issues with either dissolving the aluminum, magnesium, or just being too inert to carry over the reaction.. Thermite grenades are used to make artillery inoperable and to destroy weapon caches as well as incendiary tips.
hehe, yeah pretty much, i have made some test versions before, the compounds are Very hard to get right but the effects as spectacular, woot, who wanted a boulder there anyway?
and also can you give me a list of items you need with preferred pixel size?
also, just an idea, but what about making all skills scaled (0 dot[unlearned] to x dot[grandmaster]) with each tier giving more options/abilities/items/stats according to their field and value, each skill level can be gained outside of creation by finishing certain quests or making/using all (or a lot) of the previous tier's unlocks
thus letting very hard recipes be a thing, even allowing material discounts or number made bonuses to low power things at higher levels
There will be a learning method, governed by a few stats, as well as plans
Science will be broken down into 5 tiers, each with a knowledge tree like chemistry, physics, etc, math is another that gets a few tiers and is required for some knowledge, research papers are made over time to make important discoveries. As for a list, ummm, thats kind of a long one, namely, just with fabrics and leathers I am at more than 100 items and I am only about 1/3rd the way done, metals and other parts are still required and the chemistry part is going to be huge... so I will need to list it later. Threshold is a wonderful key field for me :) also, make sure not to eat too many berries or you might have a liquid accident, heh, also urine, dung, vomit, and diarrhea are part of the mod as dropped items and can make you sick in the hex or used for chemistry/farming, all creatures that eat and drink should produce it. Eat healthy and you can gain minor benefits to immune system, not terribly punishing normally, but some things can cause your death from over eating/drinking(Water and alcohol intoxication), if you feel boiling water isnt safe enough and dont have a reader, distill the water(note that it is actually less beneficial, but safer than any other method), all stats in the beginning stage are optional with this mod, as you run, your athletic abilities increase until you are in shape, your immune system gets stronger the more often you fight off a sickness, your muscles bulk up from protein and hard work, learn about plants by studying animal reactions in the woods, catch rats and experiment on them, or if you are evil enough, capture a human to experiment on(isnt as flushed out, but I have plans and pointy needles of sleepy time juice ;) ). Also, any disease you get doesnt give an instant "you have died from being healthy" message, instead temps increase, water sleep and food needs increase, pain makes fighting hard, muscle fatigue hits your encumbrance, vomiting, diarrhea make things harder. Blue rot is a key part of this, while no longer fatal, it is almost 2 months of horror that usually lead to death, but if you survive, you gain immunity(yes I decided to make you immune, deal with it :) ) I did this mostly because rng likes putting fronts 1 step away from me 75% of the time I sleep and ends my game in a week of "Player died of blue rot, thanks for playing, [email protected]@@@!"
Also this "hehe, yeah pretty much, i have made some test versions before, the compounds are Very hard to get right but the effects as spectacular, woot, who wanted a boulder there anyway? " this is actually not that hard for thermite, 45g iron oxide, 45g aluminum powder, 10g magnesium. there, 100g of thermite, ball mill it lightly with non sparking materials like lead or plastic/rubber and there you go. As for boulders, not too sure about that, I have bore through 3/4 inch steel plate with thermite, but boulders just become slag covered, since it doesnt explode, there is not shattering force, but a little gunpowder or nitroglycerin in a drilled hole and you can reduce a boulder to gravel pretty easily.
replying in new thread, old one was hella skinny, that sounds great, just shoot me the whole list (with preferred sizes) when you have time, ill send back as i get them done, that was actually something i did, if you use different metals to start your thermite reaction it can burn FAR hotter, record with pure thermite that i have gotten so far (it capped the scanner out) was somewhere 13,000+, that boulder turned into a tiny lake of volcanic glass haha, that was a fun day, you may want to make it a random chance for that item on the ground to make them sick, i like the immunity idea as well as the disease changes in general, so for study branches you plan to include???
??? (just useful ones off top of head real quick)
I plan on making more than that, as it starts off with about 30 learn-able studies.
Basic Study of Plants
Basic Study of Mushrooms
Basic Study of Animals
Basic Study of Stone
Basic Study of Metals
Basic Study of Minerals
As you get them together, you can "Combine them" into a single skill like
Basic Study of Plants+Basic Study of Mushrooms+Basic Study of Trees=Botany 1(basic study if it is edible or not)
Lots of skills end up ranked and botany 1 would be mixed with all the advanced studies of plants to make botany 2(highest so far and needed for pharmaceuticals)
Not that all of these require study materials and a little time, not just "Pay $1000, make awesome"
Also, there are blueprints of crafting items(the best way I could do such a large crafting set for guns), these degrade, but can be copied, also know that reverse engineering guns is the quickest(and only) way of making the initial blueprint, all the designs are based on simple classing. I pushed a little lore to make it include "gun regulations" so all guns are forced to have integrated clips to deter gun crimes, the arsenal mod allows separate box mags for a lot of guns, even the guns in game already with a little modding.
Last but not least, all items in general will degrade, some far more slowly than others, and some only in the hands(like glass and gold) there are still ways of gaining refined materials, but it takes time. some items take 10 years to degrade, so not nearly as damaging, but its always a looming threat of using bad materials.
Very cool, i would think that you would need to study each cross class study by itself after getting the two (or more) skills to the right tier, but other than that i like it, though i would think that the materials should be stowable so that you wouldn't lose durability (oil vials, padded boxes, so-on)
Experimenting will damage items testing things will consume them, etc, research isnt free, but worth it, and builds complex things. Each study has its own tiers, but math is needed for advancing science, so it can limit advancement if you stick to only 1 study.
okay, that makes perfect sense to me, i would think that you could make it so if the skill was lower it would have a (levels lower =x) -x% penalty or something haha, and yeah, keep the good work up!
Well, the idea is that you need some level of knowledge before it would even work. I am holding progress right now to take it steadily and not burn out on it, got some small projects I am working on and looking back at this project and its looking nice :) Also finally recovering from a nasty cold or something, not fun, but gave me time to think of a disease system, oh what fun it is to implement rabies and other sicknesses :D *evil laugh*
I am working on metals now, its a rather complicated process but to get the most out of your ore you need to
Grind Poor/standard/rich ore into gravel and crushed ore - Clean sand from the crushed ore - Crush the ore again - Separate the stone dust and impurities from the ore dust - finally take it to the smelter furnaces and crucibles - pour it into molds ranging from coins, bars, ingots, anvils(yes you need to cast an anvil) and even blocks(large bricks, dont try to move them by hand, I made them as a catch all storage for hoarders like me...[<.<]...[>.>]...[-_-]). If molten metal cools outside of a mold you are left with nuggets, chunks, lumps, etc. Scrap is processed down similarly(but is much purer), and alloys can be separated at later stages(though not always at a 100% rate). Alloying metals is done at the molten or dust stage.
Also you can just melt it down, but with a hefty 70-80% loss to slag
Also, never leave home again without your field cutlery, it will make your day more enjoyable and is better for your health to not eat with those bloody hands.
Ok, update time, metals are done, next plan is chemicals(probably the largest part of the mod) Some items are going to be named after the chemical composition of common items, like potassium carbonate instead of wood ash, this means it will likely be a byproduct but still needs added, Electrolysis is going to also be a key material in this, keep in mind of the electrode you use, as it may get eaten in the reaction and make something you don't want and before you go mixing things up, wear a gas mask, lab gloves, and maybe a jacket. Considering that metal consisted of 200 items already, I am scared for the list of chemicals I will be adding and weights... :D
What is the ETA of when the mod is gonna come out?
I dont like to do ETAs for things like this because I dont always have a lot of time to dedicate to this, but I would guess some time before halloween preferably sooner. Need to work more on it including the chemistry part while also not falling behind on my other things. Maybe after the chemistry part is ready I will release it as a working test build and work from there, the armor and clothing system is going to be a long part as well as possible monsterers/creatures, we will see. I need better sprites for a lot of these as well, but over 2000 items are planned now -_- might have made it too full scale, but eh, why not? Arsenal is seperate so I can work on that specifically with set materials and not have to scroll through huge lists, I use a universal standard for my mods so they work together well too though I will warn you now, it will likely not be compatible with any other mod (like most mods).
um ok thanks and maybe you can add a skill like programming to make robotic turrets and stuff?
Robotic turrets and stuff like that will not be implemented. Though Programming is already something on the plan, primarily to write core programs for complex machines and small things to do with computers. It is actually a key part in electronics research.
Quick update. I did something stupid(didnt save progress) and I may or may not have lost about 200 items, the good news is I am working hard at building it back up and I am recovering quickly, so yeah, still hoping to get it out in about 10 days(though not as complete as I had originally hoped, but closer). To note, all the chemistry aspect was wiped out so it may have to have place holders while I rebuild its framework.
This update is brought to you by the "Get Windows 10 spam forced update" they keep pushing out every update now when I try to sleep :)
Sorry I've been really busy with work/home life, anything i can help with? list of unstable compounds or a plausible manufacturing set up?? So far its looking quite good.
Over all, manufacturing will be needed for a handful of items that cant be worked with just hands or tools alone.
You will not know what the substance is your creating with chemistry early on, making experiments dangerous, having proper safety equipment is mandatory. Chlorine gas can cause severe injury to lungs, dont drink acids(you can accidentally make acids by randomly mixing things), etc, until you have the proper chemical knowledge, you dont know what most of the items are during or after crafting. Explosive compounds can be made as well, with lethal consequences, these "Red Herrings" are there to make it actually risky to just mix random things.
perfect, that was the sort of stuff i was thinking of, btw for acids and bases an easy way to do that is assign every ingredient a ph value (if people don't know that's the measurement of hydrogen vs oxygen in a substance to determine acidity) so whenever you add stuff together it will take the two numbers, then depending on the process used (multiply/divide/add/subtract/inverse/square root) the values, explosive/combustible could be handled similarly with values set for the potential energy in the material and the weakest&highest bond strength as well as expansion rate, similarly hardness, elasticity, thermo-electric conductivity and such could all be coded out pretty easy