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Sign upNew core content pack: Aftershock #28386
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This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there: |
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The PR itself looks pretty good. I didn't review the content so I'm not approving it. It won't be merged until 0.D releases into 2 weeks or more, but this is a great start. |
mlangsdorf
reviewed
Feb 25, 2019
ifreund
added
<Enhancement / Feature>
[JSON]
Mods
0.D Freeze
labels
Feb 25, 2019
mlangsdorf
reviewed
Feb 26, 2019
Ilysen
added some commits
Feb 26, 2019
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I touched up on the returns; hopefully that's all that's needed with regards to linting. I used the linter for most of the files, but I must've missed a few. While taking a walk today, I also thought: "You know what Cataclysm needs? Atomic smartphones." So I made atomic smartphones. |
Ilysen
added some commits
Feb 26, 2019
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paulenka-aleh
commented
Feb 26, 2019
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Just out of curiosity... I was under impression that idea behind Bright Nights was to drive game more towards unrealist fun sci-fi things. There's even a level up Crazy Cataclysm for things that are crazy even for sci-fi. Why can't it just be part of Bright Nights? As a player I usually get lost in number of mods and really have hard times to figure out what exactly such content mods do the game and if / why it worth to add them. Eventually it will be one of such mods. |
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I'm not a maintainer for Bright Nights, and its own vision (of strict science-fantasy) clashes with my own (which is a world that was on the cusp of developing such things before the Cataclysm.) I've adopted some things from Bright Nights, but things such as municipal nuclear reactors felt too far-fetched for my ideas. The most advanced, sci-fi-like things are restricted to very rare drops in difficult areas. Also, hate to bother you again @mlangsdorf, but if I wanted to add things such as bionics to Aftershock that required C++ code, how would I go about that? Is it allowed to implement code solely for mods? |
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It's totally fine to add c++ content that's only exercised by a mod. |
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@codemime said the opposite in #16396 (comment):
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I keep adding more content as I have ideas for it, since I imagine the wait on this PR will be long and more things could be introduced in that wait. If it'd be better for me to halt commits for a time, let me know. |
Night-Pryanik
reviewed
Mar 1, 2019
| "description": "The slopes of New England are nice this time of year, and you were spending the month on vacation at a resort when you were evacuated.", | ||
| "points": 2, | ||
| "traits": [ "AFS_PROF_SKIIER" ], | ||
| "skills": [ { "level": 3, "name": "dodge" }, { "level": 2, "name": "survival" } ], |
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Night-Pryanik
Mar 1, 2019
Member
Why the survival? It could be the most ordinary skiier in the world.
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Ilysen
Mar 4, 2019
•
Author
Contributor
This is implied to be an experienced skiier, due to their profession trait. The survival skill represents their knowledge of alpine conditions and precautions they might unconsciously take. Survival 2 isn't very high at all.
anothersimulacrum
reviewed
Mar 1, 2019
| [ [ "small_lcd_screen", 1 ] ], | ||
| [ [ "RAM", 1 ] ], | ||
| [ [ "processor", 1 ] ], | ||
| [ [ "lens", 1 ] ], |
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adamkad1
commented
Mar 1, 2019
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are we gonna get a freezer version of converted fridge? |
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I can't think of any kind of full-size freezer other than a walk-in, but perhaps I can make a version that involves overclocking it to make the temperature run much lower, or just refurbishing it. Most fridges do have a freezer, after all. |
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thethunderhawk
commented
Mar 6, 2019
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These things, right? People put them in garages and sheds, sometimes hunters store their butchered meat in them. I bet most serious hunters would have one, how else do you store a whole butchered elk? https://m.lowes.com/pl/Upright-freezers-Freezers-ice-makers-Appliances/4294857902 |
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That makes sense. I don't think I can edit mapgen of some houses, but perhaps I could make a cabin variation that has one. The Discourse thread's version of Aftershock is updated quite a bit and has a vehicle freezer that's converted from the vehicle fridge in a further construction recipe, if you're looking for that. |
ifreund
removed
the
0.D Freeze
label
Mar 8, 2019
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This should be the final update in this pull request for now, so it should be ready for review. Please keep me posted on if I need to do anything or can help out at all with the process. |
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Please run json styler over your files. |
kevingranade
merged commit 90bfde2
into
CleverRaven:development
Mar 13, 2019
Ilysen
deleted the
Ilysen:AftershockBranch
branch
Mar 13, 2019
kevingranade
added a commit
that referenced
this pull request
Mar 14, 2019
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Cargo trough is much cheaper and has more volume than a cargo space :/ |
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I'm aware, and it was intentional. It was mainly intended because I found 250 L to still be too low for hoarders like myself - and, according to some math I did, cargo spaces should hold 1500 L anyway, so I figured a bandaid would be fine for Aftershock. I believe the update tweaks the storage values of the cargo space and trunk, but it's been in limbo for a while. |
Ilysen commentedFeb 25, 2019
•
edited
Summary
SUMMARY: Mods "A core content pack called Aftershock is now available in the mods list, focusing around reintroducing old content and adding science fiction stuff."Purpose of change
I've been using this mod personally for some time now, and I wanted to share it with the community. @mlangsdorf and @kevingranade told me to PR it here to the development branch, so I think I did everything right.
Describe the solution
This PR adds the core content pack Aftershock into mainline. The details of the mod can be found at the Discourse thread.
Being on mainline, all contributions to the mod are welcomed, although I'd like to have some say in whether or not changes get in. If that's too much to ask, I'm fine with it officially entering the public domain as soon as this pull request goes through.
If something is being removed due to not fitting in the main game, chances are it could go into Aftershock. Similarly, if someone thinks that something in Aftershock would fit fine into the base game, as long as they handle item migration correctly, I'm fine with it being ported. I'm mostly using this as my personal playground for things I think would be fun to have but wouldn't fit into mainline, so I don't tend to think much about that.
A lot of items, like the rope lighter, could fit into the main game, but I've not included them. This is because of the crafting recipes; because the mod centers around game logic for balance and not realism, I have no problem with people putting together advanced things out of scraps, as long as they have the skills and it makes sense within the context.
Additional context
Screenshots from the thread:
