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fire additions

Open Jo-Neto opened this issue 3 years ago • 13 comments

compile with the few lines of code I changed on fire, spawn a survivor with 8 status (str, dex, int, per), leather armor, level 2-3 combat skills (dodge, melee, bash, pierce, cut)

the most OP ones might be a bit too much for the above survivor, but they can be set to spawn at lategame or more spawn-weight, and the robots to spawn on the appropriate place.

there's two problems:

1- in my version of the game, which is 6 months old, there were more changes related to how much the survivor clothes burn, and I couldn't find the code on the current version of the game, if needed I can provide my current version of the game for testing, so maybe the survivor will burn for too long until all the clothes are destroyed, and the mod will be extremely imbalanced.

2 - I may be biased because I like to struggle

In vanilla running on small fires would break your leg, some times just a simple 1 HEAT damage on your torso would also, kill you, because your shirt will burn for several turns on most materials. In the version that I play, fire monsters are not a death sentence, they most of the times leaves a leather cloth in the "burnt" state, most of the times they need the survivor to make 2 or 3 mistakes before losing that clothing to fire. (unless they walk on 2 tiles of fire, or sometimes 1 tile of large fire, or something like that)

Also, fire hurts, yes, if you run on large fire you are most likely to get pretty hurt, 2 tiles of large fire is almost always death, 2 tile of small fire means pain and hurt feet. if you you walk instead of running, it's even worse.

This opens up some gameplay possibilities, the player worrying if their base may catch fire attracting the wrong monster(especially with hordes on), that they may need to have a backup fire cloth depending on what they are doing, as well as carrying the throwable-fire-foam and grappling hook, and stocking up fire extinguishers

Jo-Neto avatar May 20 '22 20:05 Jo-Neto

Spell checker encountered unrecognized words in the in-game text added in this pull request. See below for details.

Click to expand
  • A rat-size insectoid skitterbot carrying pressurized RIVTECH-napalm-H.\n It is extremely fast and hard to hit, its day and night vision are perfect, spills a small amount of Napalm on its path to create a trail of flammable gelly while emitting loud noises to reveal enemies position, designed to burn hidden enemies and make detection easier. If fire hits the robot, its scraps act as shrapnel.\n Before the cataclysm, it was designed to swarm enemies and work in pair with flamebots, How well will it work with firey zombies?
  • A massive firey-orange ant that towers over the worker ants with a giant head crest. Along with its huge mandibles, a highly violatie ooze seeps from the end of its bloated abdomen.
  • A squirming light-yellow grub that seems to be drippling a tanish jellified-liquid from both ends of its body.
  • Ashen heater propells hot gas
  • Blazing pressurized magmas
  • Firey magmas
  • Gray gel with zombie piecess
  • Inferno pressurized magmas
  • Plasma being propells scorching air
  • The %s deflagrates.
  • This one is not even a body anymore, but personified plasma, out and about and hands prepared to propell scorching air.
  • Zombie spits gelly gray goo
  • burning magmas
  • fire ammotype
  • fire ant larvas
  • hot magmas
  • napalms
  • scorching magmas

This alert is automatically generated. You can simply disregard if this is inaccurate, or (optionally) you can also add the new words to tools/spell_checker/dictionary.txt so they will not trigger an alert next time.

github-actions[bot] avatar May 20 '22 20:05 github-actions[bot]

This is a giant change which will be hard to review. There is also inconsistent use of whitespace and terminal punctuation.

You may want to read https://github.com/CleverRaven/Cataclysm-DDA/blob/master/.github/CONTRIBUTING.md#all-prs-should-have-a-summary-section-with-one-line so the PR validator gives you a pass.

NetSysFire avatar May 20 '22 20:05 NetSysFire

I just posted this here for testing purposes, this PR is by no means ready to be merged to the basegame, if I get positive feedback, I may be willing to put some love to it

Jo-Neto avatar May 20 '22 20:05 Jo-Neto

Then please convert your PR to a draft PR

NetSysFire avatar May 20 '22 20:05 NetSysFire

Please follow the PR template and rewrite the PR's description. I struggle to understand what's your PR is all about. Is this a new mod? Is this a change to vanilla? There should be a clear and concise description of what and why you've done.

Night-Pryanik avatar May 21 '22 03:05 Night-Pryanik

I think you should remove all of the extra enemies and graphics, update this to the current experimental, and make it into a proper contribution rather than a mod. We do need saner fire effects in the base game, but there's too much going on here to really give meaningful feedback.

If you can't figure out how the new item burning code works, I recommend leaving that part out for now.

worm-girl avatar May 21 '22 20:05 worm-girl

This is an almost exact port of World On Fire, a third party mod, with udp support intact.

https://github.com/Kenan2000/CDDA-Structured-Kenan-Modpack/tree/master/Kenan-Structured-Modpack/High-Maintenance-Huge-Mods/World_On_Fire

Theawesomeboophis avatar May 27 '22 19:05 Theawesomeboophis

This is an almost exact port of World On Fire, a third party mod, with udp support intact.

https://github.com/Kenan2000/CDDA-Structured-Kenan-Modpack/tree/master/Kenan-Structured-Modpack/High-Maintenance-Huge-Mods/World_On_Fire

lmao

worm-girl avatar May 27 '22 20:05 worm-girl

It was born from "world on fire", but 70% of it has been changed

Jo-Neto avatar Jun 14 '22 20:06 Jo-Neto

You should strip anything monster, tiles, anything but fire effects

sonphantrung avatar Jun 15 '22 07:06 sonphantrung

I am not sure we can accept this without proper attribution to original authors. The authors field in the mod-info may work for that, though.

anothersimulacrum avatar Jun 18 '22 05:06 anothersimulacrum

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

stale[bot] avatar Aug 13 '22 14:08 stale[bot]

This issue has been automatically marked as stale because it has not had recent activity. It will be closed if no further activity occurs. Thank you for your contributions. Please do not 'bump' or comment on this issue unless you are actively working on it. Stale issues, and stale issues that are closed are still considered.

stale[bot] avatar Sep 21 '22 03:09 stale[bot]