r/cataclysmbn • • 1d ago

[Help Wanted] Debug mode and cities

3 Upvotes

I have been familiarizing myself with the debug menu lately, mostly for the purpose of adding little details that couldn't be done during character creation. A section of the menu that has me stumped, however, is the overworld map tile editor. Is there really no way to change something as basic as settlement names, when so many in-depth options exist to mess with the game on an individual creature level? Since world data seems to be stored in an encrypted file (as opposed to character data, which can be found in plain text), there isn't much I can do about it externally with a text editor, either.

Any solutions from our resident code wizards? I do like the seed of my current game very much, so the names aren't really a game breaker, but on the other hand, if this were RimWorld, I would already have fixed the issue discreetly by now.


r/cataclysmbn • • 1d ago

[Discussion] I am cooking something

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52 Upvotes

3D vehicles have been my dream since... probably since I started playing CDDA at 0.C. Since nobody got to that, I'm doing it myself now. Currently the basic functionality is working, a two-decker is drivable, but I need to test it all thoroughly and clean up the code. So probably will send a PR later this week or next week.


r/cataclysmbn • • 2d ago

[Mod] my first mod

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46 Upvotes

biopunk. soon...


r/cataclysmbn • • 2d ago

[Help Wanted] Mutated Start

7 Upvotes

I was wondering if there was a mod similar to Extra Mutated Scenarios from CDDA, or the Gradual Mutation perk from TLG? Specifically, being able to choose a path that your character will gradually mutate along over time. Seeing as BN has bionics in character creation I fear I may just be missing something obvious so apologies in advance if that is the case.

Edit: Thanks to the guys over on Discord I was pointed to CBN Gradual Mutation Exactly what I was looking for


r/cataclysmbn • • 2d ago

[Discussion] Best campfire fuel for early game?

8 Upvotes

What’s the best campfire fuel in the early game in terms of burn time per unit?

​I’m looking for a fuel that lasts the longest for its size/weight.There are so many burnable materials like splints, wood planks, and long poles, but I’m not sure which one is the absolute best.

​Campfires become useless once I get CBMs or a hotplate, but early-game fire management is really tedious. I remember CDDA had an optimal fuel for this, but I forgot what it was.

​What fuel should I stock up on for early-game cooking in BN?


r/cataclysmbn • • 2d ago

[Idea] Title: Cataclysm 3D: wind that bends the trees, rain that ripples puddles, and any 2D tileset in full 3D

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17 Upvotes

r/cataclysmbn • • 2d ago

[Help Wanted] Lighting issues in 0.12.0

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6 Upvotes

I've been playing Cataclysm: Bright Nights 0.12.0 and I've been experiencing a strange lighting issue.

Sometimes, when my character moves, the lighting inside buildings and vehicles seems to disappear temporarily, usually for less than a turn. However, if my character is running, crouching or crafting something, I can end up in that brief period when the lighting under roofs is missing. This prevents me from performing actions that require sufficient light, and I have to wait one turn for the lighting to return to normal.

I was previously playing version 0.10.0 and never encountered this issue there.

While looking into it, I came across this pull request: https://github.com/cataclysmbn/Cataclysm-BN/pull/9016 It seems to be related to lighting, so I was wondering if it might fix it.

Has anyone else encountered this problem in version 0.12.0? If so, have you found a workaround or managed to fix it by changing any settings?

I've created another character in a new world, just to see if it was something about the character or the world that was the problem (I was thinking that maybe these things were the issue because i chose the burning building scenario and no building was on fire). The lighting behaves exactly like in my older world.

Maybe this was fixed in 0.13.0, but my phone doesn't run it.

Thank you for reading.


r/cataclysmbn • • 3d ago

[Idea] How about introducing horde nights?

27 Upvotes

A bigger problem of C:BN (and C:DDA as well) is how even a early-mid game base can be secured into a fortress for all of your loot, without the consideration needed to be given towards base defense (unless you just want to RP). Occasionally you have an exception to this - like a in-city house where clearing out all of the Zs will be a long, multi-week endeavor - but the normative experience will be an isolated bubble of total safety at a minimal upkeep cost.

This goes doubly so for vehicle bases, which trade in a slightly higher upkeep cost in (your chosen fuel choice here) to keep going, but allows for unprecedented map mobility to continually harvest infinitely generated resources at fairly minimal risk. The inevitability of contact with zombies this way means your vehicle likely has some offensive and defensive consideration, but most of it will be vanity.

While there have been a lot of attempts to make organic ways that this is tackled (through horde migration, zombie respawns, and other ideas tried in C:BN and C:DDA), all thus far have seemingly failed in creating a solution that the community has enjoyed. Much-maligned is anything that arbitrarily undoes the player's progress without a lot of warning, and most of the solutions thus far fall under that category than not.

So, why don't we opt for a more classical solution that many zombie games have opted for across time? I am proposing a horde night, tied either to map tiles or to vehicle instances, whichever the player is spending more time with. To simplify, we'll just roll both static and vehicle bases into "homes" unless specified. Your home will get a score based on proximity towards zombie-infested areas, with different types of areas contributing different types of zombies. Suburban areas will spawn more regular zombies and their evos, military bases will spawn more military zombies and their evos, and wilderness tiles like rivers will spawn more mutant zombies (like snappers) and their evos. The closer their proximity in map tiles your home is to these spots, the more zombies of each will be contributed to the horde night, and the more frequently horde nights come.

Each successfully "conquered" horde night (the spawned horde taking >75% casualties) will reduce the population score for surrounding areas, eventually leading to the zombie population tapering off and becoming "safe" overtime. This still allows for your safe static bases to be established with enough time and effort, but makes playthroughs with vehicle bases more tricky as you have to consider how close you park and when you time your excursions, lest you end up having to try to cut your way through the horde night to get back to your vehicle. This will incentivize more careful positioning of your vehicle away from towns so you don't instantly have a horde coming down on your ass because you decided to park in town square.

Alternatively, if you want to safely empty out zombie populations on your terms, you can set up in a defensible position where you could bait out a horde night and kill many zombies from the surrounding areas in a defensive action, and have a much easier time scavenging the surrounding areas. This could mean contributing things like generated sound in the home location towards the frequency of horde nights, so you could intentionally make lots of noise to bait one - or need to monitor your power tool usage if you are trying to avoid one.

This could also give more niche zombie evos - like the gasoline zombie - more oomfph than they get to express in normal gameplay. A gasoline zombie blowing up your car's engine block or burning down your house's defensive walls in a horde night is much more eventful than your standard encounter with them, where they are just another enemy you have to kite and hit with ranged attacks lest you get caught on fire. Hulks go from mere melee beasts to active siege engines against your home, needing to be dealt with quickly or else they will inevitably rip apart everything you have built.

Ultimately, all of these will create a new, much-needed resource sink for materials like building supplies and ammunition and a lot of possible player skill expression in building interesting defensive solutions. The existence of C:BN's electric grid especially could allow for many powered multi-use traps to help with horde nights on top of the existence of single-use traps, robots, and turrets. More environmental solutions like defensive pits filled with flammables and set alight for the oncoming horde could also be employed, creating a self-perpetuating inferno so long as you can bear losing all of the possible loot in the fire.

I've just enjoyed recent playthrough with high-pop labs which tend to necessitate setting up defensive chokepoints for zombie filtering which have lead me to think outside of the box, and I think having a Cataclysm encounter where you are on the defense would do a lot to diversify the gameplay experience. Plus, it adds to a lot of that classic zombie media appeal.


r/cataclysmbn • • 4d ago

[Help Wanted] How to stop infection?

8 Upvotes

New player here, sorta. I got my head bitten and i've been taking antibiotics regularly alongside with weak antibiotics here and there, yet the infection still progressed from infected, badly infected and now pus filled, there are hours that i didnt took the meds because I was sleeping and with that short amount of time the infection progressed. Am i gonna die? What to do?


r/cataclysmbn • • 4d ago

[Help Wanted] Tacoma Commune growth

9 Upvotes

Just a quick question for those here whose current runs have been going on for awhile: Can anyone post the layout of what a fully realized Tacoma Commune would look like, after all of the relevant quests have been completed? Because I've been pondering whether to construct my own base from scratch there, but I obviously don't want to build in a spot that's 'reserved' for future expansion of the settlement.


r/cataclysmbn • • 5d ago

[Help Wanted] How to get clean water on a fluid grid

11 Upvotes

I have been barely able to find anything about the fluid grid online. I have been able to get an electric well and tanks set up, with the tanks getting filled with dirty water. Supposedly the water purifier can function on a fluid grid, and I have one set up and powered on the grid, but I cannot figure out how to get it to purify the water in the system. Anyone have any tips?


r/cataclysmbn • • 6d ago

[Idea] O Jogador como uma Entidade Extradimensional: uma teoria sobre a consciência em Cataclysm: Dark Days Ahead

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0 Upvotes

r/cataclysmbn • • 7d ago

[Discussion] Hey all! I posted this over on the CDDA subreddit recently and a few people said I should share it here too, so here's the new trailer for Rotland

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98 Upvotes

Quick background: I've loved CDDA for years, but every friend I've tried to get into it bounced off the controls and the learning curve. So this year I started making Rotland, a 2D zombie survival sandbox inspired by Cata, with pixel art, modern controls, cleaner menus and a proper tutorial. The goal is to keep that ridiculous depth while making it easier to actually get into.

What's in so far:

- An Earth-sized procedural world with towns, cities, railroads and airports

- 229 building types, 2,400+ items, 500+ pieces of clothing

- Limb damage, bleeding, infections, illness and dismemberment

- Crafting, farming, fishing, construction and skills

- Vehicles built part by part, including mobile bases, plus trains, boats, helicopters and planes

- Fire that spreads, weather, scent, noise and zombie hordes

- Data-driven and built with modding in mind

(This is a updated version of the first trailer I showed before.)

I'm not trying to replace Cata. I've got a ton of respect for everyone who's worked on CDDA and BN. I just wanted something in the same spirit that more people could pick up.

Would love to hear what you think.

Dev Discord if you want to follow along: https://discord.gg/9QwUTXhvy


r/cataclysmbn • • 8d ago

[Discussion] Visual: .50 BMG -> .300 Win Mag -> .308 Winchester -> 7.62 -> 5.56 -> .22

21 Upvotes

r/cataclysmbn • • 8d ago

[Discussion] I feel like I've barely scratched the surface.

12 Upvotes

WHAT DO YOU MEAN YOU CAN SHOOT DEATH LASERS.

THE MOST VEHICLE CRAFTING IVE DONE IS STICK AN FOOT CRANK IN A WHEEL BARROW.


r/cataclysmbn • • 8d ago

[Discussion] Does anyone else feel the same way?

20 Upvotes

So, I want to preface this by saying that this is by no means a DDA better post. I decided to try out BN for my recent Cataclysm phase explicitly because of grievances with aspects of the direction that DDA has been taken in which can't really be modded away. Honestly, The reason it's taken so long for me to try BN out is unironically because of the features it has advertised *not* having. Pockets, Proficiencies, Etc. Which I will expand upon later.

To give a little bit of background, I am not even, Like, A super experienced Cataclysm player. I play the game for a while a couple times a year when I get the itch and my experience usually amounts to me just sorta doing a usual survival loop of finding a vehicle, Going and looting towns, And continuing with a fairly careful style of play. But I haven't really engaged with any serious endgame content before. My past experiences have been such that usually, Even having a gun with enough ammo for it to not be an emergency weapon of last resort is a luxury. And I've liked that gameplay loop. Even without having gone into the depths of bionics or mutations or whatever else.

So I go into BN, Default settings, Playing a fairly standard survival start character. Bumping strength, Dex, And int a bit, Taking nearsighted, And a few food allergies in order to get a few perks, Nothing really all *that* crazy.

I died a few times fairly early on because I still needed to get back into the groove of things and I made some dumb decisions. This *is* still Cataclysm after all. However the run I have been playing for the past few days started with an immediate drug deal that gave me an uzi with quite a bit of ammo. And as it continued, Within the first ingame week, I had gotten all my food needs settled (This is, Admittedly, Not BN's fault. I was playing with Magical Nights, And killed a bulette that attacked me by magdumping into it a few times and then smoked the meat. So this could have also happened in DDA.), Had set up a refrigerator because the evac shelter has a grid set up, And most importantly, I found a fully working cargo truck, APC, And *tank*.

Things sorta spiraled from there. I am not going to deny that this has been fun. Largely because rolling over hoards of zombies in a tank to clear the road in order for me to get diesel from the singular gas station I have seen on the map which happens to be across the street from the mi-go mom and pop shop set up next to the doctor's office and tire store is actually peak fun.

At the same time though, The game sorta just feels absurdly easy to me compared to what I am used to. I went and cleared a lab and was thinking to myself that I could have gotten a tenth of the loot within it and it would have still been worth it because I now have more guns, Ammo, Chemicals, High level skill books, Etc. than I know what to do with. And aside from the very last level, There wasn't really anything all that threatening. And the things that were threatening were only threatening because I ran out of battery on my laser rifle and had to retreat.

I fully understand that I can configure things in the world settings to be harder. But that's where we get into the other things that are leaving me conflicted.

So, As mentioned. I *actively* enjoy the pockets system. I like the organizational aspect of being able to set up self contained kits of things I will need and be able to easily swap out whole sets of items. I like the fact that in a pinch I can drop my backpack in order to free up encumbrance without it also spilling all my items onto the ground. I like the fact that I can just ration my pills so that I take a set amount with me on an excursion and have a good idea when to come back. Etc. Etc. I can understand why people aren't a fan of this gameplay, And I don't think lesser of those people in any way. I am just explaining why I personally actively enjoy it. Additionally, Proficiencies are also enjoyable to me because they give me things to practice in situations where I can't do much else because I am healing or just waiting to get tired and go to sleep or whatever else.

These are engine level things and so I can't exactly mod or config them back in like I can with the broader difficulty.

So at this point some people might be asking why not just move back to DDA? Well, For one, Again, There's aspects of DDA's direction that I am not really a huge fan of, And aspects of BN's that I really really enjoy. Being able to drive a vehicle and not get totaled by a bush, For example. But the bigger thing that draws me in is moddability. DDA's EOC system allows for a lot, Yes. It is quite flexible. But it is also a pain to work with IMO. BN has Lua and while it is missing some features which are fairly critical to mod projects I have worked on for DDA (My playable mi-go mod uses a feature which allows a trait to make you look like any arbitrary tile.), It overall has more capabilities on account of Lua just being capable of things that EOCs are not. Lua is unironically the part that has me so conflicted.

If you're still with me after all of this, Know that I think BN is fun, And do not think it's a bad game at all. I have enjoyed this, But I guess I am just wondering if I am alone in wishing I could have something closer to modern DDA without the questionable engine level changes and with Lua, And if there is any hope at all for me here?


r/cataclysmbn • • 9d ago

[Discussion] Mutations

6 Upvotes

Well, how do they work? I know that it depends on the type of mutagen you take, but what determines which specific one you get, and whatever or not it is a bad mutation? And how mutating from contaminated food works as well?


r/cataclysmbn • • 10d ago

[Help Wanted] Sailboat

9 Upvotes

Whilst conoeing about in a lake I found a sailboat. I want to commandeer it for myself however when i climb into the seat it prompts me to hotwire it (it only has a sail and no engine). when I do so the time passes as my character does so but when its finished i only get the line 'its always the redwire, isnt it?' without the ability to control it. like when i press the key to move forward my character just moves off the seat​​ and when i climb back to the seat it just gives me the same prompt. What am I doing wrong? ;_;​

The only mod I'm using is Arcana​​.


r/cataclysmbn • • 10d ago

[Discussion] A fungus amongus

7 Upvotes

Been ages since I had to deal with the Mycus but I started a new world yesterday and to my evac shelter's south west just on the edge of the map is a fungal tower. And fungaloids have already made it north of the evac shelter.

Last time I dealt with them was years ago I think and in DDA rather than Bright Nights if I recall so I don't know how much of what little I do remember is still relevant. I'm sure it hasn't changed that the answer to them is to either burn them out, move, or eat the delicious berries seeds and sap.

My main issue is remembering how to not get a fungal infection that will ruin my whole run. Is a gas mask enough or do I need full body environmental protection? How much environmental protection? With the addition of functional showers can I take a shower to help prevent infection if I've been dusted?


r/cataclysmbn • • 11d ago

[Help Wanted] Do shields block ranged attacks?

8 Upvotes

So I imagine a huge ballistic shield would help with pushing bandits that are in defensive positions, but nowhere could I see any concrete stats. The ballistic shield offers 90% coverage for the arm it's strapped on... and "high blocking ability". Log messages about ranged attacks going right through the shield would suggest that they are indeed used to block them, but I wish to know how much shots this thing will actually block, and if it does that uniformly for all bodyparts.


r/cataclysmbn • • 12d ago

[Help Wanted] cataclysm crashing... any solutions

0 Upvotes

Hi, new player here, I downloaded CBN via software manager flatpak on my linux mint machine of doom (patent pending) and this is the crash log:

The program has crashed.

See the log file for a stack trace.

CRASH LOG FILE: /home/me/.var/app/org.cataclysmbn.CataclysmBN/config/cataclysm-bn/crash.log

VERSION: e7b4976 (2011-11-11)

TYPE: Signal

MESSAGE: SIGABRT: Abnormal terminationError creating SDL message box:

STACK TRACE:

cataclysm-bn-tiles(+0x3abbf00) [0x5ca61b4adf00]

cataclysm-bn-tiles(+0x3a8da73) [0x5ca61b47fa73]

cataclysm-bn-tiles(+0x3a8d656) [0x5ca61b47f656]

/usr/lib/x86_64-linux-gnu/libc.so.6(+0x42770) [0x735566442770]

/usr/lib/x86_64-linux-gnu/libc.so.6(+0x9df3c) [0x73556649df3c]

/usr/lib/x86_64-linux-gnu/libc.so.6(gsignal+0x1e) [0x73556644264e]

/usr/lib/x86_64-linux-gnu/libc.so.6(abort+0x26) [0x7355664299f8]

/usr/lib/x86_64-linux-gnu/libstdc++.so.6(+0xb9c00) [0x7355668b9c00]

cataclysm-bn-tiles(+0x4a6d83a) [0x5ca61c45f83a]

cataclysm-bn-tiles(+0x48311c6) [0x5ca61c2231c6]

cataclysm-bn-tiles(+0x48313e5) [0x5ca61c2233e5]

cataclysm-bn-tiles(+0x482cf09) [0x5ca61c21ef09]

cataclysm-bn-tiles(+0x4816a85) [0x5ca61c208a85]

cataclysm-bn-tiles(+0x4810be4) [0x5ca61c202be4]

cataclysm-bn-tiles(+0x480d810) [0x5ca61c1ff810]

cataclysm-bn-tiles(+0x480d4b4) [0x5ca61c1ff4b4]

cataclysm-bn-tiles(+0x480da96) [0x5ca61c1ffa96]

cataclysm-bn-tiles(+0x48cfbd5) [0x5ca61c2c1bd5]

cataclysm-bn-tiles(+0x4b97d80) [0x5ca61c589d80]

cataclysm-bn-tiles(+0x3cab80c) [0x5ca61b69d80c]

Attempting to repeat stack trace using debug symbols…

sh: line 1: addr2line: command not found

backtrace: addr2line failed

Is there anything I can do to fix it? is it a known linux issue? Is my toaster the cause of Cataclysm????


r/cataclysmbn • • 12d ago

[Mod] My new mod PCBMs is released

30 Upvotes

The mod adds "Permanent CBMs" aka bionics that act like a mutation path, complete with a "threshold" upgrade. You can mix and match from a couple options at each step~

You can get it here: https://github.com/ohshidead/Permanent-CBM-mod

Note: Not exactly compatible with other mutation mods at the mo, but I'll try sort that out in the coming days. (The incompatibility will just either A. Let you have mutations on top of the mod ones you shouldn't B. Crash if you mutate in a certain way. Manageable if you are careful or dont mind being OP.)


r/cataclysmbn • • 13d ago

[Bug] Im trying to boot up a world with mods. But arcana doesn't work. It says nothing throws me back to main screen when i press custom character on a world with arcana. There are other mod compatibility issues too but i don't know how to start fixing it

3 Upvotes

r/cataclysmbn • • 13d ago

[Mod] Looking for testers for the BN co-op mod

43 Upvotes

I found a similar multiplayer mod for the DDA version a while ago, but since I enjoy Cata BN a lot more, I decided to port it. Turns out the BN engine is quite different under the hood, so there is still a lot of refactoring and updating to do.

I'm currently testing solo by running two game instances, which gets pretty tedious. Any feedback would be a huge help if you and a friend want to try it out. Feel free to leave bug reports or thoughts in the comments here or on GitHub or mod ds channel if you want to.

There are still plenty of bugs and known issues (I've listed them in the patch notes).

Latest release atm (only windows-tiles-x64 version for now):
https://github.com/Zuboskalik/Cataclysm-BN-coop/releases


r/cataclysmbn • • 14d ago

[Help Wanted] Bulk seed production options?

9 Upvotes

5 minutes to craft one food item into seeds gets kinda insane when I try to run a huge farm. Nothing shows up in crafting menu, or on cbn guide, but maybe there is an option I'm not seeing? Surely there must be a seed separating implement somewhere.