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Mythos Mod Resubmission #51796
Mythos Mod Resubmission #51796
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@Maleclypse Turned out to be me that had made the mistake turning on workflows for my fork so had inadvertently broken the TOS - I have deleted the account and created a new one which should allow the automatic checks to run from now on |
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I'm looking forward to seeing where this goes. I'm super interested in this idea :)
* reorganized to support expansion * reorganized to support expansion * removed sentences that shouldn't be there * fixed log stable appearing as kitchen construction * Reworked to push expansions back to the top level + doc * testing disallows base name recipe changes * removal of characters in middle of token managed to offend secret json format mandate * Adjusted to CleverRaven#46278 * incorporated some old reverse conflict changes * reorganized the stuff added while this PR was suspended * reorganized the stuff added while this PR was suspended * Fix bike shop variant roof Fix the bike shop variant 1 having an empty roof * Change stairs to ladder Changed stairs down to ladder down * Update the table of contents * Remove duplicate shortcut keys from interaction menu Fixes CleverRaven#51772 Co-authored-by: David Seguin <[email protected]> * Jsonified dead scientists map extra * Use string_id for update_mapgen and nested_mapgen These ids were previously just using strings; better to use a dedicated string_id type. This required adding an actual type for the string_id to point to in each case, wrapping the collection of mapgen_function_json objects. * Update cooking_components.json * Force recipes to provide (sub)category As suggested in CleverRaven#50866, require all recipe definitions to provide a category and subcategory when loading from JSON. * Add subcategory to Magiclysm recipe * Clarify description of mon_zombie_dog (CleverRaven#51801) See <https://discord.com/channels/598523535169945603/598614717799596055/890213920957161472> on the dev discord. * Test disabling expensive LGTM checks (CleverRaven#51806) Disable one LGTM checks to see if there's hope of reducing the runtime thereby. * Mythos Mod Resubmission (CleverRaven#51796) * Mythos Mod Resubmission * Remove Occulti as maintainer * Fix typo in "Storehouse survey" blueprint name * Add dialog activity functions, and flag to prevent activity being interrupted (CleverRaven#51809) * Add dialog stuff * docs * Update player_activities.json * use snippets (CleverRaven#51663) Co-authored-by: Saicchi <[email protected]> Co-authored-by: Kevin Granade <[email protected]> * Blacksmithing tongs and cooking tongs are two diffrent things. (CleverRaven#51672) * Add blacksmithing tongs. The tongs in game wouldn't be able to carry around a four kilo zweihander. They are designed for cooking and flipping food, so they are very lightweight and thing, they would most likely bend under the heat of the hot metal. * Added the need to use blacksmithing (flatjaw) tongs for the Zweihander Not using tongs for smithing is almost impossible. * Change the blacksmithing toolset to include the tongs. I also removed the tongs from the tools on the zweihander. Co-authored-by: Anton Burmistrov <[email protected]> Co-authored-by: Kevin Granade <[email protected]> * More granular json-style and astyle (CleverRaven#51731) * More granular json-style and astyle * Melee practice and training dummies (CleverRaven#51598) * Melee practice Added some basic melee practice recipes, including 2 for training dodge. * Training dummy for practice recipes * Dummy recipe and resolve problems * Intermediate recipes and heavy training dummy * Changed the armored dummy recipe The recipe is inspired by the scrap suit recipe. * Added tanto as a possible weapon for stabbing training * Punching bag Co-authored-by: Marloss <[email protected]> * Write documentation for neighbor based chunk spawning (CleverRaven#51818) * Resubmit Fix Tire Rims (CleverRaven#51798) * Update goblin.json (CleverRaven#51799) * Fix: Force stereo when opening audio device (CleverRaven#51754) Co-authored-by: Kevin Granade <[email protected]> * Add support for weakpoint damage and crit multipliers (CleverRaven#51770) * Weakpoints (Part 4.5): Add support for JSON inheritance and default weakpoints (CleverRaven#51822) * Let contributors specify the default weakpoint, by providing an empty ID * Add support for weakpoint inheritance. * Reduce debug.log file size by folding consecutive identical errors (CleverRaven#51791) * debug_fold_repetition: Fold identical errors to reduce log spam * debug_fold_repetition: added timestamp and timeout timestamp for repeated error folding group is that of the last folded error timeout is currently hardcoded to 100ms. If another repeated error is registered that would be folded but is >100ms after the previous error it starts a new folding group * debug_fold_repetitions: bookended fold for readability, made output DRY It's a little easier to read the log as `[First]<folded>[Last]` than `[First]<folded with last timestamp>` Need to test folding output during deinit and DebugLog, made a function to remove repetition. * debug_fold_repetitions: excess repetition error to forced prompt As logged error the excessive repetition error causes breaks in folds which make debug.log less clear while reading, and does not add information Forced prompting once excess threshold is reached will prompt once per excessive repetition set. * Allow using any tool with the drilling quality to make a draw_plate (CleverRaven#51794) Fixes CleverRaven#51688 * The (impotent) Sound and the Fury (CleverRaven#51803) * update m231 Updated price(https://www.invaluable.com/auction-lot/incredibly-rare-colt-m231-port-firing-u-s-propert-2086-c-3574a02a1e), adjusted desc, set sight disp to that of other no-sight guns, adjusted mod locations. * Rapidly changing light levels do not grant max vision to turrets (CleverRaven#51815) * Update fake.json (CleverRaven#51819) * Fix process effects crash (CleverRaven#51827) * Add Complete missions dialog function (CleverRaven#51820) * Complete missions * Update npctalk.cpp * Update npctalk.cpp Co-authored-by: PatrikLundell <[email protected]> Co-authored-by: SegaSaturnity <[email protected]> Co-authored-by: kevingranade <[email protected]> Co-authored-by: UmbralReaper <[email protected]> Co-authored-by: David Seguin <[email protected]> Co-authored-by: Valiant <[email protected]> Co-authored-by: John Bytheway <[email protected]> Co-authored-by: mythosmod <[email protected]> Co-authored-by: Kevin Granade <[email protected]> Co-authored-by: actual-nh <[email protected]> Co-authored-by: Angela Graves <[email protected]> Co-authored-by: Binrui Dong <[email protected]> Co-authored-by: Eric <[email protected]> Co-authored-by: Saicchi <[email protected]> Co-authored-by: Saicchi <[email protected]> Co-authored-by: GOFLUMPYOURSELFPORCAY <[email protected]> Co-authored-by: Termineitor244 <[email protected]> Co-authored-by: Marloss <[email protected]> Co-authored-by: Zhilkin Serg <[email protected]> Co-authored-by: John Candlebury <[email protected]> Co-authored-by: The SzQ <[email protected]> Co-authored-by: Joshua Chin <[email protected]> Co-authored-by: OrenAudeles <[email protected]> Co-authored-by: Tonkatsu <[email protected]> Co-authored-by: Roy Berube <[email protected]> Co-authored-by: ISuckM8 <[email protected]> Co-authored-by: ferociousdork <[email protected]>
Summary
Mods "Mythos Mod - Removes zombies from game"
Purpose of change
Removes all the zombies from the game - a very work-in-progress start to a more Lovecraftian-focused version of Cataclysm set in the 1920s, with 99.9% of the population mysteriously disappearing at midnight of day 0. Players will take on the roles of investigators in a variety of professions battling the denizens of the shadows to recover and rebuild society.
Describe the solution
Describe alternatives you've considered
Not removing the zombies and making the game empty, however first step towards the conversion
Testing
Loaded mod into base game, load correctly
Additional context