Cataclysm Dark Days Ahead

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1) I've managed to find a solar backpack, which, if I understand correctly, is just a portable solar-powered battery charger. However, once I tried to unfold it, it said there'd be no use for it without a "cable charging system". What the frick does it want me to get and how do I make this darn sci-fi trinket work?
Is a CBM, the description is very vague and is easy to think is an item but no is a bionic, the CBM is called that: Cable Charging System. They need to fix that shit


2) How do I provide power for my house? I'm playing BN and I've heard they have a unique system for all the electrical stuff. Am I supposed to lay cables throughout the building or some shit? For reference, I've chose to settle at a boat rental which is a small building away from urban areas without any lamps, TVs and other electricity-powered appliances so I assume it doesn't have any wiring installed at all.
I havent tried it yet but for what i've read you need solar panels on the roofs and a battery on the basement and assemble all that in the construction menu, i still havent tried it, you can do the old method of making a "car" strap some solar panels and a battery charger on it and if you want light and other devices that require power in the main base make a lot of cables and connect the energy rig you just did to this other "car" were your stuff is.
 
2) How do I provide power for my house? I'm playing BN and I've heard they have a unique system for all the electrical stuff. Am I supposed to lay cables throughout the building or some shit? For reference, I've chose to settle at a boat rental which is a small building away from urban areas without any lamps, TVs and other electricity-powered appliances so I assume it doesn't have any wiring installed at all.
All you need is an emplaced storage battery (check the build menu via *) and a method of power generation. Power will be automatically distributed to everything on the grid (basically the map tile that the building or point of interest sits on.) Using a voltmeter, you can extend this power grid if you want to build a really big base or add another floor.

The most typical method of generating power is with solar panels, which can be ripped off electric cars or from the rooftops of many buildings. Electric vehicles also have storage batteries, and you can often find them in recycling plants. You can plop both of these down just about anywhere with a few other components which aren't too hard to get. (For power converters, deconstruct certain electronics.) Alternative power sources include plutonium generators which can be looted from some military and science facilities, but are more easily found at military checkpoints. (Watch out for turrets; bring a rifle.) Generators individually provide less power than solar, but it's perfectly steady and you can easily stack multiples of them in a building until you effectively have infinite electricity. It's also possible to hook up a vehicle to a building's storage battery, but that's a bit finicky.

For lighting, you can salvage floor lamps from houses using the "deconstruct simple furniture" option also available in the build menu, then set them down in your base. Refrigerators, freezers, and other appliances can likewise be repurposed. Washing machines unfortunately still don't work; you need to install those in a vehicle.
 
Holy. Shit.
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I also found an artifact - the Helmet of Icy Fear, which lets me see through the walls and carry 10 more kg of weight while detracting 3 Str when worn.
I think the mines are my most favourite locations in this game. Frankly, I've never been to a lab yet but this is really awesome, too.

Related question: how do you train the Computers skill w/o books and how do you tell if it's high enough to bypass the security measures? The terminals get basically bricked if you fail to hack them, and I really don't want to take any such chances.
 
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Holy. Shit.
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I also found an artifact - the Helmet of Icy Fear, which lets me see through the walls and carry 10 more kg of weight while detracting 3 Str when worn.
I think the mines are my most favourite locations in this game. Frankly, I've never been to a lab yet but this is really awesome, too.

Related question: how do you train the Computers skill w/o books and how do you tell if it's high enough to bypass the security measures? The computer gets basically bricked if you fail to hack it, and I really don't want to take any such chances.
Bottom of a mine start is one of my favourites alongside the prison island and the prison start, wish there were more longer underground dungeons with lava and the unearthed horror faction, they are very cool.

Also for raising computers you gotta scout for books, otherwise there's no way to grind it, if you cant read you are fucked.

Edit: iirc if you find an NPC to be part of your party and he likes you enough and also has computer skills he can teach you, you can also circumvent the iliterate issue with them by telling them to read and then convince them to teach you, at least i remember doing that in the past, idk if that got changed, computers is a really ass skill to level and is better to have it as high as possible before touching any computer, around 8 is when you can consistently hack and use terminals without them breaking.
 
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One more question: is there a way to trade the NPC's items that aren't in their inventory? For example, if I wanted to buy 100 nails from the loggers, but they aren't in the manager's inventory and lie beside her on the ground instead - how do I get her to sell me those? I don't want to risk picking them up and accidently making a thief of myself.

edit: YOU MUST BE FUCKING KIDDING ME
THE GIANT ANTS ATE THEIR WAY INTO A LAB I WAS ABOUT TO RAID :bossmanjack:
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edit 2: nvm it's over. Another valuable lesson learned - ALWAYS check if the stairs are occupied above/below you before activating a grenade.
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I think the Krekk (The underground thing that stings you with mutations, I might have gotten the name wrong and that's the alien dog.) is pretty neat. Wish more enemies fucked with the player like that.
The only underground enemy that inflicts mutations that I even know about is one that shouts at you to inflict a unique status effect that debuffs you and has a chance of giving you Rat mutations. Which is apparently highly exploitable so you can just minecraft your way into bunkers and labs by digging through solid rock with your body. Funny for the mutation path to give you excellent tools for acquiring the means to purify yourself of said mutation.
 
The only underground enemy that inflicts mutations that I even know about is one that shouts at you to inflict a unique status effect that debuffs you and has a chance of giving you Rat mutations. Which is apparently highly exploitable so you can just minecraft your way into bunkers and labs by digging through solid rock with your body. Funny for the mutation path to give you excellent tools for acquiring the means to purify yourself of said mutation.
I don't remember the name and the wiki is dead and buried but there was this alien, that I encountered many times that would attack on the surface by burying it's self under ground(but not changing z levels) and attacking the player, running, then attacking again. It wasn't that strong but each attack gave you a mutation the underground is simulated by it just disturbing the ground with mounds of dirt. One time I was minding my own business and it injected me giving me strength so the next strike I turned it into pulp.
I think it was named something with a U. But fuck if I could tell you what.
 
Once I made a world that had mutation speed cranked all the way to the max, and tried to survive. Bandits and feral humans were uh, the first to go
 
I decided to try out Cataclysm BN after reading it was recommended in this thread, I haven't played CDDA in probably a decade. I made a little progress but most of it was luring zombies to a evac shelter so a asthmatic NPC inside could do all the fighting for me since I couldn't find a good weapon. I don't know if the refugee center/rescue zone has friendly NPCs or if it's only empty themed buildings without any sort of story progression.
 
I decided to try out Cataclysm BN after reading it was recommended in this thread, I haven't played CDDA in probably a decade. I made a little progress but most of it was luring zombies to a evac shelter so a asthmatic NPC inside could do all the fighting for me since I couldn't find a good weapon. I don't know if the refugee center/rescue zone has friendly NPCs or if it's only empty themed buildings without any sort of story progression.
It has NPCs and quests.
 
It may take a fair bit of exploring to find said quests. There are a handful of friendly outposts scattered around the world. I don't know if it's been fixed or if there are plans to fix it, but as a consequence of random world generation the same outposts generally spawn multiple times, and you can repeat the same quest lines at each one.
 
Six month late news, but Kevin Grande divorced his wife of twenty(?) years, leaving behind two children.
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So, remember how I mentioned a while back that CDDA had a kitsune-themed mod, called FoxMod, that I ran previously? Well, I found a working kitsune mutation path for CBN, figured I'd finally get a chance to run my Yokai build again, and... well, I started reading the description of the mutations the mod installed.

Kitsune Mutagen Message: "You feel an urge to mark your territory. But then it passes."

FOXY: "You perfectly balance out sex appeal and cuteness. People will generally react to you better."

SMELLY_FOXMUSK: "You have an exceptionally strong odor that makex you incredibly easy to track."

VULPINE_EARS: "You have adorable little fox ears atop your head. You can hear better, and people will react to your looks more favorably. Maybe you'll even get headpats!"

And it just goes on and on; tons of crap about being "uwu cute and trickster-esqe". Fucking furries; I was wanting to make a Yokai, not someone's fetish pet!

*sigh* Back to the drawing board, I guess.
 
I know BN has a monster girl mod bundled by default, but I'm pretty sure it's not that sort of mod.

Also it's nice that some work is being done to make BN harder. A few weeks ago a mod for more dangerous zombies was added, and a couple of days ago some new special zombies were added to the nightly. Need to make a new world and try it out. One of the biggest issues was armor making you all but invincible, and apparently the mod addresses that by giving lots of enemies chip damage. Also zombies should deal infected wounds more than once in a blue moon, which is nice. I'm pretty sure I can count the number of times I've ever been infected by a zombie on my fingers.
 
So, remember how I mentioned a while back that CDDA had a kitsune-themed mod, called FoxMod, that I ran previously? Well, I found a working kitsune mutation path for CBN, figured I'd finally get a chance to run my Yokai build again, and... well, I started reading the description of the mutations the mod installed.
...
Fucking furries; I was wanting to make a Yokai, not someone's fetish pet!

*sigh* Back to the drawing board, I guess.

Fork it. Open it up and edit it to make it the Yokai you want. It's just plain text with some formatting. If you can run Cataclysm you can edit a text document.

''Blah blah blah, I used x's foxmod as a base" or someone else's mutation mod somewhere in the documentation, ship it.
 
Fork it. Open it up and edit it to make it the Yokai you want. It's just plain text with some formatting. If you can run Cataclysm you can edit a text document.

''Blah blah blah, I used x's foxmod as a base" or someone else's mutation mod somewhere in the documentation, ship it.
Perhaps I can pick the collective thread's brain about modding for a moment.

A retard with minimal knowledge/understanding of code (me) wants to remove a few items (pride flag bullshit, mainly) from the base game, but doesn't want the changes overwritten on every single update (TLG updates fast and often). Would it be better to make such a removal a mod rather than an edit to the base game's files?
Related: how would I go about doing it? Would removing the base item also remove all of its dependent variants, or would I need to be a total sperg and wipe/replace/redirect them all one by one?
 
Perhaps I can pick the collective thread's brain about modding for a moment.

A retard with minimal knowledge/understanding of code (me) wants to remove a few items (pride flag bullshit, mainly) from the base game, but doesn't want the changes overwritten on every single update (TLG updates fast and often). Would it be better to make such a removal a mod rather than an edit to the base game's files?
Related: how would I go about doing it? Would removing the base item also remove all of its dependent variants, or would I need to be a total sperg and wipe/replace/redirect them all one by one?
What's it written in? Surely could just write a function that checks for the gay variables by name and then removes them? That way you just run it when it updates and it slices them out.
 
Perhaps I can pick the collective thread's brain about modding for a moment.
If you’re trying to remove certain items (like flags or cosmetic variants), you can fork the repo and edit the item data. You could redirect image or asset references to blank or alternate textures and simply rename the flags still generate but as different kinds of flags with different names and icons while continually pulling upstream updates.

I, however, choose to use pride flags as tinder for house fires.
 
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