Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Re-enable Internal Furnace CBM spawn in Aftershock mod #30409

Merged
merged 1 commit into from May 16, 2019

Conversation

Projects
None yet
7 participants
@Rail-Runner
Copy link
Contributor

commented May 11, 2019

Summary

SUMMARY: Content "Re-enable Internal Furnace CBM spawn in Aftershock mod"

Purpose of change

Prevent Internal Furnace CBM from being completely removed, instead moving it to Aftershock mod. For now, I only moved CBM item spawns, so as to avoid breaking existing saves. CBM item entry and bionic entry could be moved later at some point, once enough time passes.

Describe the solution

JSON editing.

Describe alternatives you've considered

Moving it to Bright Nights mod instead.

Additional context

None.

@Ilysen

This comment has been minimized.

Copy link
Contributor

commented May 11, 2019

Thank you! I f you want to put it in Bright Nights, too, the two mods aren't compatible in the first place, so it wouldn't cause any awful harm in doing so.

@Rail-Runner

This comment has been minimized.

Copy link
Contributor Author

commented May 11, 2019

Thank you! I f you want to put it in Bright Nights, too, the two mods aren't compatible in the first place, so it wouldn't cause any awful harm in doing so.

I think it might be a good idea to make them compatible at some point. Just gonna check what conflicts.

@anothersimulacrum

This comment has been minimized.

Copy link
Contributor

commented May 11, 2019

They both define the solar panels CBM, which makes them incompatible
If you want to make them compatible, I'd recommend just removing that from Bright Nights because the maintainer is not active anymore.

@Night-Pryanik

This comment has been minimized.

Copy link
Member

commented May 11, 2019

I propose even merging these two mods into one because as far as I'm concerned they have similar "the more sci-fi, the more fun" theme.

@Ilysen

This comment has been minimized.

Copy link
Contributor

commented May 11, 2019

Right now, Bright Nights' motif (as far as I can tell) is "much more futuristic Cataclysm", with stuff like civilian nuclear reactors; Aftershock's is "more of the same game, but things that aren't necessarily sensible.", with stuff like strange bionics and unique professions that are fun but unrealistic. I like having them separate as-is, but making them compatible would also be a great thing to do. (Granted, my say on it ultimately doesn't matter, but that's my cash card ($0.02).

@ZhilkinSerg ZhilkinSerg self-assigned this May 16, 2019

@ZhilkinSerg ZhilkinSerg merged commit 663428a into CleverRaven:master May 16, 2019

3 checks passed

continuous-integration/appveyor/pr AppVeyor build succeeded
Details
continuous-integration/travis-ci/pr The Travis CI build passed
Details
gorgon-ghprb Build finished.
Details

@ZhilkinSerg ZhilkinSerg removed their assignment May 16, 2019

@Rail-Runner Rail-Runner deleted the Rail-Runner:bio_furnace2 branch May 17, 2019

@kevingranade

This comment has been minimized.

Copy link
Member

commented May 20, 2019

This pull request has been mentioned on Cataclysm: Dark Days Ahead. There might be relevant details there:

https://discourse.cataclysmdda.org/t/tips-tricks-and-newb-questions-reborn/16870/737

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
You can’t perform that action at this time.