☂️ Various features that exist in DDA but do not exist in BN #3872
Replies: 46 comments
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in BN food is frozen at 32. That means food in DDA, on a spring 0 start, stays frozen and not rotting for 20+ days longer than in BN. So no, that's not already in BN. Additional things for the list because I don't know how to use github: BN has |
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BN has: foraging yielding harvest materials #1134 |
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My current list of things to want to mess with at some point:
Ballistic damage has since been ported over and is now removed from the wishlist. |
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Another for the list: JSONized pet-taming items. CleverRaven/Cataclysm-DDA#50948 |
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Also potentially useful: CleverRaven/Cataclysm-DDA#53605 Question for @Ramza13 (the PR OP) though, how easy would it be to also implement the same variety to ter-turn-transform, which currently only allows terrain and furniture? Being able to look for a specific trap (or even field) and convert it to another would be extremely handy. An alternative could be |
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We also keep running into cases where transforming mutations would be handy: |
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Hmm adding the ability to transform transform fields and traps sounds interesting. Might help me make my eventual nether dungeon more dynamic. I haven't looked much at the code but I don't think that sounds too hard. I'll add it to my to-do list. Edit: Just to be clear I am intending to add these things to DDA not BN but they should hopefully be easy to merge. |
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Will be neat to see if you do tackle this, and feel free to link to a PR if you end up tackling it, might see if I can port it myself sometime. EDIT: transforming traps in particular would be a good expansion of that fatigue-eating feature in the above PR in fact, as then it'd fully mimic the effects of ARTC_PORTAL, able to affect portal traps in addition to fatigue fields. |
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CleverRaven/Cataclysm-DDA#54491 |
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Oooh, nice. I might set aside time this week to work on some of the stuff on my list of things I want to mess with porting over. |
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As of CleverRaven/Cataclysm-DDA#54216, DDA has restored negative morale for killing child zombies. |
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Last I checked this feature is working in BN, so the fix is for a DDA-specific bug. |
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I was referring to this dotpoint in the opening post
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This has no relevance to BN currently, you're talking about a feature that was only broken in DDA: |
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Yes. I was referring to the fact that the OP mentioned it as a feature that existed in DDA but not in BN. As the bug has been fixed in DDA, it is no longer a feature that exists in DDA but not in BN. |
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Japanese Variant had both Acid Rain AND Acid Snow, neither being too badly broken. Probably not too hard to port them for someone with actual coding skills. EDIT: here's the link to the variant. |
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looks like a good performance port: CleverRaven/Cataclysm-DDA#63056 |
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CleverRaven/Cataclysm-DDA#56045 Neat one from last year, it's a change to the music code that lets you designate playlists for things like the radio or such. Second one was a fix/update for the first. |
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CleverRaven/Cataclysm-DDA#49800 NPCs able to use attack spells, I could see multiple uses for this. |
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CleverRaven/Cataclysm-DDA#65478 Recent change worth porting |
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A lot of pseudo stuff going on, and the new forest floor thing doesn't seem to add a lot other than bloat |
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CleverRaven/Cataclysm-DDA#57193 Enjoy the advancement of battery technology. |
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WhiteCloud0123/CDDA-Breeze#115 Not from mainline C:DDA, this is from the CDDA Breeze branch. Allows mounts to go up and down stairs. I don't think we have this. |
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CleverRaven/Cataclysm-DDA#62439 There was a casual question in the Discord that got me to look these up. The top one is about additional traits for NPCs that make sure they don't bash things en route to pathing to them, returning to their start POS once they do, and an additional one for allowing NPCs to just plain not bother to investigate weird sounds at all. The second one is for NPCs just plain not moving at all. This isn't near as useful for the intended goal (keeping NPCs from breaking everything and anything in their path en route to find out who said something just outside of their field of view), because it causes some other undesired behaviors (NPCs who don't fight back at all when attacked is one of them), but it seems like it could have some other very useful applications. |
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WhiteCloud0123/CDDA-Breeze#151 Monsters that can equip weapons, from the Breeze fork of C:DDA. |
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Two things Boophis brought up in DMs:
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CleverRaven/Cataclysm-DDA#51739 This looks like a VERY useful PR, allowing conversations with monsters and (most importantly) items. This would allow us to use maps/journals/etc. for quests without having to use a SPAWN_NPC item (though that is still a viable option and very appropriate in certain cases like the holograms). |
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Possible performance improvement, thanks to @Maleclypse for bringing my attention to it in the discord: CleverRaven/Cataclysm-DDA#67403 |
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would be great for modding. btw we should really make use of tasklist and project board someday to track what's done and undone. |
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Nested crafting categories could condense the crafting menu a ton especially for mods that add a lot of similar items like extra medieval weaponry. CleverRaven/Cataclysm-DDA#59924 |
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Tekker#7841 prepared list of thing that exist in DDA, but does not exist in BN and vice versa.
I am creating issue because some of this thing are relatively small and it is easy to miss it.
It is good idea to review that list and port some things.
Exist in DDA but not in BN:
Exist in BN but non in DDA:
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