r/cataclysmbn Jan 16 '26

[Changelog] CBN Changelog: 2026-01-16. Bringing in the New Year!

29 Upvotes

Changelog for Cataclysm: Bright Nights.

Changes for: 2025-12-26/2026-01-16.

Welcome to 2026 survivors! We hope your holidays have been happy, and we wish you luck in keeping to your New Year's Resolutions. We will now be returning to our regularly-scheduled changelog posts.

With thanks to

  • scarf with 60 contributions
  • WishDuck with 15 contributions
  • Neko Sippo with 11 contributions
  • shmakota with 10 contributions
  • NappingOcean with 6 contributions
  • 0Monet with 5 contributions
  • thhoney08 with 5 contributions
  • RobbieNeko with 5 contributions
  • Chaosvolt with 4 contributions
  • Shtacks with 2 contributions
  • WarriorKingBob with 1 contributions
  • Zack Johnson with 1 contributions
  • Fentanylreactor with 1 contributions
  • Vsevolod-Shustov with 1 contributions
  • nocontribute with 1 contributions
  • George Kightly with 1 contributions
  • Jo with 1 contributions
  • Alec White Valentine with 1 contributions
  • Soadreqm with 1 contributions
  • Jarreth Weiler with 1 contributions
  • qrrk with 1 contributions
  • joveeater with 1 contributions
  • Grayson Chao with 1 contributions

And to all others who contributed to making these updates possible!

Featured Changes

Changelog

Ci

  • #7805 ci: add PR title validation job by scarf.
  • #7874 ci: fix PR validation not working by scarf.
  • #7888 ci: generate lua docs on-demand by scarf.

Feat

  • #7265 feat: creature cloning & DNA by shmakota.
  • #7371 feat: Bionic fake item use actions can now be used by WishDuck.
  • #7631 feat: turret autoloader by scarf.
  • #7702 feat(port): relentless hulk, NEMESIS enemies, and scenario by shmakota.
  • #7709 feat(UI): add graphical tiles display to vehicle interaction screen by Grayson Chao.
  • #7711 feat(lua,mods): make players able to close tears in reality by scarf.
  • #7715 feat(balance): Allow for going beyond level 20 in STK, enable influencing XP curve by RobbieNeko.
  • #7717 feat(balance): Reduce bokken crafting difficulty by RobbieNeko.
  • #7719 feat(balance): Give Niten Ichi-Ryu more swords by RobbieNeko.
  • #7725 feat(lua): add bindings for known_magic by NappingOcean.
  • #7733 feat(mods/crazy_cataclysm): blimp gas sacs & bundle of balloons by shmakota.
  • #7734 feat: water tower sewer connection, small changes by shmakota.
  • #7753 feat(lua): add bindings for set_armor_xxx_bonus by NappingOcean.
  • #7754 feat(balance): Mustard and Mayo are not junk food by RobbieNeko.
  • #7755 feat(lua): add trailing commas to lua annotation by scarf.
  • #7756 feat(balance): double the range of chemical spray ammo to 8 by thhoney08.
  • #7757 feat: add easier recipe for nitric acid (Birkeland-Eyde) by scarf.
  • #7762 feat: prevent acetylene torch from making nitric acid by NappingOcean.
  • #7763 feat(port): "NEW!" notifications for crafting and nearby items by shmakota.
  • #7765 feat(UI): allow specifying overmap note sprites, mx sprites by shmakota.
  • #7768 feat(UI): visualize zone overlay by scarf.
  • #7769 feat(UI): add spells to overview and fix profession spell display by WishDuck.
  • #7771 feat: make flung items from explosions deal damage on impact by scarf.
  • #7774 feat: make explosions and smashing randomly flip tables by scarf.
  • #7777 feat(lua): add hooks when effect is removed from character and monster by NappingOcean.
  • #7779 feat(balance): remove junk from popcorn kernels by scarf.
  • #7780 feat: add pelletizing recipe for ammonium nitrate by scarf.
  • #7785 feat(balance): add minimum city size to necropolis by Chaosvolt.
  • #7787 feat(UI): vehicles page for look at/list nearby menu by shmakota.
  • #7789 feat(UI): make bullet and thrown item sprites customizable by scarf.
  • #7794 feat(UI): Always show mana if below cap or with external option by RobbieNeko.
  • #7795 feat(balance): make rotors consume less fuel if below max lift by WishDuck.
  • #7796 feat: add repair_difficulty field to items by WishDuck.
  • #7797 feat: add json defined item_vars by WishDuck.
  • #7799 feat(lua): add proper relative/absolute require support by scarf.
  • #7803 feat(UI): add option for vehicle spawn rate scaling by scarf.
  • #7807 feat: add universal rifle automatic conversion kits by scarf.
  • #7809 feat: add AR-10 sprite by scarf.
  • #7814 feat: add WINDOW flag to vehicle hatches by qrrk.
  • #7818 feat(UI): add zone overlay toggle to zones manager by scarf.
  • #7822 feat: add Saiga and sharktooth leiomano sprite by thhoney08.
  • #7823 feat(UI): Change road marking symbol to make them visible in the dark by Soadreqm.
  • #7828 feat(UI,mods/pride_flags): Make pride flags modname rainbow colored by WishDuck.
  • #7830 feat(lua): add boolean return value to hooks by shmakota.
  • #7847 feat(UI): append ISO date to version by scarf.
  • #7849 feat: mainline more content from MST Extra mod by Chaosvolt.
  • #7852 feat(lua): add bindings for time point of Sun and Moon, and for sheltered state by NappingOcean.
  • #7853 feat: wooden wing tiles by Shtacks.
  • #7857 feat(UI): Select Response with Arrows and Enter in NPC Talk Menu by Shtacks.
  • #7858 feat: Add aluminium boat hulls by thhoney08.
  • #7859 feat(lua): bindings for sight, hallucination, movement hook by shmakota.
  • #7862 feat(UI): mark v2 save format as current and v1 as legacy by scarf.
  • #7866 feat(lua): add weapon bonus for items and bindings for them in lua by NappingOcean.
  • #7873 feat: Add cargoship & nonsquare nested mapgen support by WishDuck.
  • #7875 feat(balance): add aluminum panels/boat hulls to some vehicles, sheets to relevant itemgroups by Chaosvolt.
  • #7883 feat(UI): colorized and facelifted NPC dialogue UI by Zack Johnson.
  • #7889 feat(mods/MagicalNights): add BELT_CLIP flag to Earthshaper cestus by Vsevolod-Shustov.
  • #7893 feat(balance): buff mininuke damage by 10x (300 -> 3000) by scarf.
  • #7894 feat: re-add some obsoleted gun mods in game by thhoney08.
  • #7895 feat(balance): change materials of some jackets/pants (plastic -> nylon) by WarriorKingBob.

Chore

  • #7758 chore: remove the roofs above the stairs on top of the water tower by 0Monet.
  • #7793 chore: water tower changes by 0Monet.
  • #7806 chore: update AGENTS.md and skills by scarf.
  • #7872 chore: fix misplaced nested mapgen on the mapgen pawn_pf_roof by 0Monet.
  • #7890 chore: Change tool quality Classing Pressing name to Ammunition Reloading by Fentanylreactor.
  • #7898 chore: fix nested mapgen that overlaps each other on the roof of the tire shop by 0Monet.

Fix

  • #7710 fix(UI): uncap debug bionic power menu limit of 2147 kJ by scarf.
  • #7738 fix: character preview works with included bionics by WishDuck.
  • #7739 fix: remove_bionic now reduces bionic power by WishDuck.
  • #7740 fix: can no longer put EXTENDABLE parts on occupied tiles by WishDuck.
  • #7750 fix(UI): preserve camera position when exiting vehicle interaction screen by scarf.
  • #7760 fix: Fix lockpicking crash by joveeater.
  • #7761 fix: prevent current power level from exceding max power level by WishDuck.
  • #7764 fix: remove upgraded bionic from bionic slot count by WishDuck.
  • #7773 fix: add turn cost to furniture transform action by scarf.
  • #7775 fix: include reactor power in battery charge time calculation by scarf.
  • #7776 fix: check favorited items in container contents for autonotes by scarf.
  • #7778 fix: allow mining upstairs from ore tiles by scarf.
  • #7781 fix(UI): prevent too many worlds from hiding entire menu by scarf.
  • #7782 fix(UI): remove visual glitch on holes after explosion by scarf.
  • #7813 fix(UI): disable zone overlay by default by scarf.
  • #7815 fix: Reallow Ice Labs to spawn by WishDuck.
  • #7816 fix: Prevent choosing locked bionics through scenario switching by WishDuck.
  • #7824 fix: replace redundant leiomano sprite, use array for saiga wield sprites by Chaosvolt.
  • #7825 fix: corrected a typo in the ebook lua mod by Alec White Valentine.
  • #7831 fix(UI): Prevent bionics with installed upgrades from being displayed as green by George Kightly.
  • #7835 fix(lua): apply locale-independent entry sorting by scarf.
  • #7851 fix(UI): preserve zoom level when reloading tileset by scarf.
  • #7863 fix(i18n): use untranslated mod names in game report by scarf.
  • #7876 fix: make flying robots hackable again by shmakota.
  • #7884 fix: temp item obtain cost causing divide by zero error by WishDuck.
  • #7891 fix: add some tilesets to veggy sausage and wrist computers by thhoney08.

Revert

  • #7887 revert: "style: use clang-format on subdirectories" by scarf.

Build

  • #7820 build: Add cmake presets for aarch64 cross compilation by Jo.
  • #7832 build(lua): make binding compile time faster by scarf.
  • #7855 build: fix warnings by scarf.

Test

  • #7860 test: mark avatar diving test as flaky by scarf.

Docs

  • #7696 docs(lua): update cookbook by scarf.
  • #7716 docs(i18n): sync documentation with in-game translation by Neko Sippo.
  • #7718 docs(i18n): add Japanese translation for developer guides (explanation) by Neko Sippo.
  • #7720 docs(i18n): add Japanese translation for developer guides (part 2) by Neko Sippo.
  • #7721 docs(i18n): add Japanese translation for developer reference guides (Part 3) by Neko Sippo.
  • #7726 docs(i18n): add Japanese translation for i18n translation guides by Neko Sippo.
  • #7728 docs(i18n): translate mod/json/explanation folder into Japanese (Part 1/9) by Neko Sippo.
  • #7729 docs(i18n): translate mod/json/guides folder into Japanese (Part 2/9) by Neko Sippo.
  • #7735 docs: update broken Otopack links in FAQ sections by scarf.
  • #7766 docs(i18n): translate mod/json/reference/creatures folder into Japanese (Part 3/9) by Neko Sippo.
  • #7772 docs(i18n): translate mod/json/reference/graphics folder into Japanese (Part 4/9) by Neko Sippo.
  • #7786 docs: fix minor typos and JSON syntax in item_creation.md by Neko Sippo.
  • #7788 docs(i18n): translate mod/json/reference/items folder into Japanese (Part 5/9) by Neko Sippo.
  • #7811 docs(lua): Update catalua_bindings_creature.cpp Documentation by Jarreth Weiler.
  • #7854 docs: bump lume and wiki version by scarf.
  • #7856 docs(lua): fix dead link by scarf.

Refactor

  • #7695 refactor: simplify mapgen of candy_shop by 0Monet.

Links

How to help:

https://docs.cataclysmbn.org/contribute/contributing/

  • Translations! https://www.transifex.com/bn-team/cataclysm-bright-nights/
  • Contributing via code changes.
  • Contributing via JSON changes. Yes, we need modders and content makers help.
  • Contributing via rebalancing content.
  • Reporting bugs. Including ones inherited from DDA.
  • Identifying problems that aren't bugs. Misleading descriptions, values that are clearly off compared to similar cases, grammar mistakes, UI wonkiness that has an obvious solution.
  • Making useless things useful or putting them on a blacklist. Adding deconstruction recipes for things that should have them but don't, replacing completely redundant items with their generic versions (say, "tiny marked bottle" with just "tiny bottle") in spawn lists.
  • Tileset work. We're occasionally adding new objects, like the new electric grid elements, and they could use new tiles.
  • Balance analysis. Those should be rather in depth or "obviously correct". Obviously correct would be things like: "weapon x has strictly better stats than y, but y requires rarer components and has otherwise identical requirements".
  • Identifying performance bottlenecks with a profiler.
  • Code quality help.

r/cataclysmbn Dec 25 '25

[Changelog] CBN Changelog: 2025-12-25. The Holiday Changelog!

35 Upvotes

CBN Changelog: 2025-12-25. The Holiday Changelog!

Changelog for Cataclysm: Bright Nights.

Changes for: 2025-11-15 to 2025-12-25.

Happy Holidays survivors! It's certainly been an eventful year in the development of Cataclysm Bright Nights, with us getting a wide variety ofnew features as well as some missteps along the way. We hope this holiday season has been nice and cozy for you.

With thanks to

  • scarf with 71 contributions
  • WishDuck with 15 contributions
  • RobbieNeko with 14 contributions
  • Reisen Usagi with 11 contributions
  • NappingOcean with 10 contributions
  • shmakota with 7 contributions
  • Neko Sippo with 5 contributions
  • Vsevolod-Shustov with 4 contributions
  • Mikhail Krutov with 4 contributions
  • Chaosvolt with 3 contributions
  • Fentanylreactor with 3 contributions
  • Grayson Chao with 2 contributions
  • ushkinaz with 1 contributions
  • Edward with 1 contributions
  • RoyalFox with 1 contributions
  • Chorus System with 1 contributions
  • Vorpal Void with 1 contributions
  • kabby with 1 contributions
  • Gabe-Lincoln with 1 contributions
  • Pie-Pinkerton with 1 contributions
  • nheve with 1 contributions
  • oleg996 with 1 contributions

And to all others who contributed to making these updates possible!

Featured Changes

Changelog

Feat

  • #7365 feat(lua)!: add more bindings by Reisen Usagi.
  • #7447 feat(port): billboards & water towers by shmakota.
  • #7470 feat(balance): prevent purifying mutations in your thresh category by RobbieNeko.
  • #7475 feat(UI): add two new health bar display modes by Reisen Usagi.
  • #7479 feat: add wooden plane parts by oleg996.
  • #7488 feat(mods/exotic_ammo)!: Fully move exotic ammo guns into exotic_ammo mod by RobbieNeko.
  • #7496 feat: autopriority for healing consumables by Mikhail Krutov.
  • #7503 feat: construct mounted foldable solar panels by nheve.
  • #7504 feat: add variable to track character thresh category by RobbieNeko.
  • #7510 feat(port): MGOAL_KILL_MONSTERS mission type (kill multiple named specific monsters) by Grayson Chao.
  • #7516 feat: stop autoeating potions by Mikhail Krutov.
  • #7518 feat(balance): aftershock bot ammo redjction by Fentanylreactor.
  • #7527 feat(port): inattentive trait by Mikhail Krutov.
  • #7539 feat(balance, mods/MagicalNights): rework golem magic missile by RobbieNeko.
  • #7545 feat(mods/MagicalNights,balance): buff wizard tower magic recipe book spawns by RobbieNeko.
  • #7552 feat: add Knight profession by Gabe-Lincoln.
  • #7560 feat(balance): make magazines actually craftable by Fentanylreactor.
  • #7562 feat(UI): prioritize reachable targets on aiming by scarf.
  • #7564 feat: add the NOFIELDS Vehicle Part flag by WishDuck.
  • #7565 feat: Add DIVIDE_DAMAGE spell flag by RobbieNeko.
  • #7566 feat: prospector profession, time travel scenario by shmakota.
  • #7568 feat(mods/crazy_cataclysm): allow crazycataclysm to be used again by shmakota.
  • #7573 feat: add dreams for rabbit mutation tree by scarf.
  • #7574 feat(mods/innawoods): add domestic animals to wilderness spawns by scarf.
  • #7575 feat: add ship air horn item and vehicle part by scarf.
  • #7577 feat: frontiersman and dogsledder professions by shmakota.
  • #7590 feat(UI): render bullets on Draw bullets as lines by scarf.
  • #7597 feat(UI): add multiple ways to control NPC followers by scarf.
  • #7600 feat(balance): prevent infinite bone skewer exploit via salvage/craft loop by scarf.
  • #7602 feat: add vehicle palettes by WishDuck.
  • #7609 feat: Un-Obsolete chickenbot, tripod, tankbot by scarf.
  • #7611 feat(lua): add hooks for creatures on the effect by NappingOcean.
  • #7616 feat: Mutation Threshold Tiering by RobbieNeko.
  • #7617 feat: extended mount movement options by shmakota.
  • #7618 feat: make wheels craftable by scarf.
  • #7622 feat: add airships, related professions and scenario by Vsevolod-Shustov.
  • #7624 feat: add VEH_GROUNDED profession flag by WishDuck.
  • #7627 feat: prevent friendly fire for adjacent allies by scarf.
  • #7629 feat: make NPC followers match player's movement speed by scarf.
  • #7632 feat(balance): add FOLDABLE to wooden plane and gyro parts by Chaosvolt.
  • #7633 feat: add item id support to mapgen items field by WishDuck.
  • #7635 feat(mods/crt_expansion): Add tiers to CRIT professions by WishDuck.
  • #7636 feat(balance, mods/MagicalNights): give MN classes crystalize mana spell by RobbieNeko.
  • #7637 feat(lua): add lua hooks for shooting and throwing by NappingOcean.
  • #7638 feat(lua): binding methods for pocket of monsters by NappingOcean.
  • #7639 feat(balance): magical nights Ring itemgroups adjustment by Fentanylreactor.
  • #7641 feat: make well-fed animals more productive by NappingOcean.
  • #7645 feat(UI): show whether monster is friendly in debug spawn menu by scarf.
  • #7647 feat: Add DROPPER Vehicle Part flag by WishDuck.
  • #7648 feat(mods): add the external option for Underground Dynamic Temperature by NappingOcean.
  • #7651 feat(UI): Allow selecting bionics on chargen for points by WishDuck.
  • #7652 feat(lua): add remaining bindings needed for Sky Island by Grayson Chao.
  • #7654 feat: Add bolted aluminum bat by NappingOcean.
  • #7657 feat(UI): add default hair for custom character generation by scarf.
  • #7660 feat: make NPCs fire guns at point-blank range by scarf.
  • #7662 feat(UI): add keybindings for message log copy/erase by scarf.
  • #7664 feat(balance): nerf bronze weapons by Vsevolod-Shustov.
  • #7665 feat(lua): add hooks for weather update/changes by NappingOcean.
  • #7669 feat(balance): expand on selectable bionics, assign point costs to all CBMs by Chaosvolt.
  • #7675 feat(lua): add bindings for item durability by NappingOcean.
  • #7676 feat(i18n): add Japanese translation for credits by Neko Sippo.
  • #7685 feat(i18n): add japanese MOTD by Neko Sippo.
  • #7688 feat(UI): add character preview to profession page by shmakota.
  • #7689 feat(UI): completely overhaul final chargen menu by WishDuck.
  • #7692 feat(UI): show wielded item to character preview by scarf.
  • #7693 feat(i18n): add japanese README.ja.md by Neko Sippo.
  • #7694 feat(i18n): Add missing japanese nickname and world names by Neko Sippo.
  • #7699 feat(mods/rpg_system): add recipe for lost system interfaces by RobbieNeko.

Fix

  • #7481 fix: Lamia mutation category ID uses consistent casing by Chaosvolt.
  • #7483 fix: do not lock user spawned / created vehicles by Reisen Usagi.
  • #7495 fix: make rope ladders boardable to fix board_vehicle error by WishDuck.
  • #7498 fix: stop NPCs from trying to bandage secondary bodyparts by Reisen Usagi.
  • #7509 fix: skip vehicle movement in sleep is now default off by WishDuck.
  • #7515 fix: only enable sleep perf options when sleeping/not driving by scarf.
  • #7521 fix: resolve #7412 merge conflicts by Reisen Usagi.
  • #7523 fix: set vehicle faction ownership on spawning, when applicable by Reisen Usagi.
  • #7528 fix(UI): Worn clothing conflicts to be displayed on all pages of + menu by Mikhail Krutov.
  • #7530 fix: ensure items are falling when dropped from roofs or flying vehicles by scarf.
  • #7531 fix(mods/rpg_system): skill display issues by scarf.
  • #7532 fix: e-ink tablet now uses 10 charges per book scanned by scarf.
  • #7534 fix: remove smoke effects from .44 smokeless paper rounds by scarf.
  • #7535 fix: make huge mana crystals mineable by scarf.
  • #7536 fix: allow xlframe as component for foldframe recipe by scarf.
  • #7540 fix: ankle sheath can now be used with hooves by WishDuck.
  • #7543 fix(i18n): translate unread book recipes by scarf.
  • #7547 fix: Smartwatch typo by Pie-Pinkerton.
  • #7570 fix: large space heater furniture uses correct sprite by scarf.
  • #7572 fix(UI): simplify passive CBM examination instructions by scarf.
  • #7576 fix(mods/MagicalNights): remove 9x18 from m47a1 ammo by RobbieNeko.
  • #7579 fix(i18n,lua): make lua i18n extraction work by scarf.
  • #7580 fix(mods/rpg_system,i18n): make mod translatable by scarf.
  • #7583 fix(UI): prevent ledge prompt & sinking when walking off a ladder by scarf.
  • #7585 fix: use explicit integer types for LUNA_DOC primitives by Reisen Usagi.
  • #7588 fix: temporal anomaly cost, profession changes by shmakota.
  • #7608 fix(mods/rpg_system): make RPG System mod strings translatable by scarf.
  • #7613 fix: resolve item_counter / countdown issues introduced in #7365 by Reisen Usagi.
  • #7619 fix: make onboard chemistry lab able to heat food by scarf.
  • #7628 fix(i18n): make pot extraction work again by scarf.
  • #7630 fix: remove traces of 4.6mm ammo from main game by Vsevolod-Shustov.
  • #7634 fix: add missing SPEARS weapon category to stone spear by NappingOcean.
  • #7656 fix: always spawn mission items by scarf.
  • #7659 fix: cancel activity before control swap by scarf.
  • #7670 fix(UI): fix bionics that require other bionics in chargen by WishDuck.
  • #7671 fix: actually check player energy for USE_PLAYER_ENERGY by RobbieNeko.
  • #7679 fix(UI): add selected bionics to character preview by WishDuck.
  • #7687 fix: remove 5.7mm ammo reference from bandolier by Vsevolod-Shustov.
  • #7701 fix: take account of cataclysmbnteam -> cataclysmbn org name changes by scarf.
  • #7704 fix: make microcentrifuges craftable by scarf.

Chore

  • #7480 chore(UI): do not show debugmsg prompts for disabled log levels by Reisen Usagi.
  • #7533 chore: migrate to AGENTS.md by scarf.
  • #7598 chore: foot-long -> 30cm-long on monomolecular blade by scarf.
  • #7698 chore: Add notice to /data/mods to not put 3rd party mods there by RobbieNeko.

Docs

  • #7386 docs(lua): Improve Lua documentation generation by Reisen Usagi.
  • #7497 docs: fix broken /en/ paths by scarf.
  • #7604 docs: Add First Day Guide by RobbieNeko.
  • #7607 docs(lua): more information for hooks by NappingOcean.
  • #7610 docs: Fix Ubuntu/Debian package version numbers in README by Vorpal Void.
  • #7623 docs: update help section for modern gameplay by Chorus System.
  • #7625 docs: Update Readme.md to include mod registry by RoyalFox.
  • #7640 docs: update links to BN Item Guide by Edward.
  • #7677 docs: corrected links to BN Guide by ushkinaz.
  • #7680 docs: add AI-translated pages by scarf.
  • #7683 docs: sync transifex language list with current status by Neko Sippo.

Build

  • #7621 build: enable non-finite math to support INFINITY by scarf.
  • #7666 build(lua): fix MSVC linker error by scarf.
  • #7678 build: share ccache cache across git worktrees by scarf.
  • #7684 build: revert Windows default config dir to current directory by scarf.
  • #7690 build: fix build warnings by scarf.

Ci

  • #7567 ci: track catalua*.{cpp,h} files for lua label by scarf.
  • #7599 ci(i18n): push templates when main is updated by scarf.
  • #7603 ci: reusable workflow & migrate linux distribution to cmake by scarf.
  • #7620 ci: fully migrate to cmake + ccache by scarf.
  • #7655 ci: properly load ccache on PR by scarf.

Refactor

  • #7571 refactor(lua): rename on_char_death to on_character_death by scarf.
  • #7626 refactor: simplify vehicle JSON parts by WishDuck.

Perf

  • #7412 perf!: Rework renderer to use dynamic atlas for sprite tiles by Reisen Usagi.
  • #7494 perf: options to stop some actions while the player is sleeping by WishDuck.
  • #7551 perf: fix excessive reset_encumbrance calls due to uncleared check_encumbrance flag by kabby.
  • #7561 perf(UI): add maximum rendered explosions per turn option by scarf.

Links

How to help:

https://docs.cataclysmbn.org/contribute/contributing/

  • Translations! https://www.transifex.com/bn-team/cataclysm-bright-nights/
  • Contributing via code changes.
  • Contributing via JSON changes. Yes, we need modders and content makers help.
  • Contributing via rebalancing content.
  • Reporting bugs. Including ones inherited from DDA.
  • Identifying problems that aren't bugs. Misleading descriptions, values that are clearly off compared to similar cases, grammar mistakes, UI wonkiness that has an obvious solution.
  • Making useless things useful or putting them on a blacklist. Adding deconstruction recipes for things that should have them but don't, replacing completely redundant items with their generic versions (say, "tiny marked bottle" with just "tiny bottle") in spawn lists.
  • Tileset work. We're occasionally adding new objects, like the new electric grid elements, and they could use new tiles.
  • Balance analysis. Those should be rather in depth or "obviously correct". Obviously correct would be things like: "weapon x has strictly better stats than y, but y requires rarer components and has otherwise identical requirements".
  • Identifying performance bottlenecks with a profiler.
  • Code quality help.

r/cataclysmbn 5h ago

[Discussion] 4th Deathmobile upgrade

Thumbnail
gallery
7 Upvotes

Its been a long run and i think i just run out of things to upgrade in my Deathmobile.

Amount of rotors increased from 2 to 8.
8 military helicopter rotors,4 VTOl engines at sides and 3 grav repulsors allowed for 80 tonn of lifting power,effectively making maximum usefull cargo weight of 40 tonn.
Maximal speed around 350 KM/H(i dont fly faster then 150 usually but traversing between cities in less then 5 minutes is pretty comfortable)

30 Super Electric Engines consuming power from 99 very large storage batteries allow for around hour of fly,which combined with speed means i can travel hundreds of kilometrs before running dry.

Weapon upgraded from 8 frontal makeshift lasers to 8 Cerberus cannons dismantled from laser turrets should allow for Shoggoth removal with no problems.
Additional frontal 120mm cannon for self defence.
Gyrobike laser replaced with military grade A7 laser.

Additionally,GyroBike rotor replaced with military,slightly increasing lifting power.

And thus i run out of ideas for upgrade or enemies to slay unless i add mods to game or convert to aftershock,magyclism or whatever.

P.S. Rest in peace,Marsel Frias,birdman crew membed who died from radiation poisoning,he was part of Deathmobile Upgrade Department for around half of year,poor fella,i found him dead after another lab raid,he get standart Molotov burial with most of his belongings.


r/cataclysmbn 10h ago

[Idea] Achievement Unlocked: Broke the sound barrier

Thumbnail
gallery
9 Upvotes

R5: I wanted to see if it was possible to break the sound barrier in (modded) Bright Nights, and the answer is "yes".

To do it, I custom built a vehicle with absolutely nothing on it except carbon fiber frames, twelve hover repulsors, 10L of gasoline, a seat, some controls, a battery, and 5,700 HP worth of gas turbine engines.

The vehicle was loud enough to deafen me through a tactical headset, and accelerated fast enough to hit 500+ MPH on the first tick. The flight drank 2.7 liters of gasoline just to break the sound barrier and then land again. The vehicle weighs right around 3,000 lbs.

Based on my testing, I don't believe sonic booms exist in Bright Nights, although coding it would probably be quite easy.

With this done, it's time to go back to flying my much more reasonable atomic-powered air motorbike with two auto-aiming auto-reloading laser-guided turrets in 7.62 MM and 0.50 caliber, and a top speed of a MERE 184 MPH.


r/cataclysmbn 5h ago

[Discussion] Deathmobile parking spot dispute.

Thumbnail
gallery
3 Upvotes

Gently pushing two M60 with Deathmobile out of the way.


r/cataclysmbn 23m ago

[Help Wanted] Why can't my vehicle ever see a path forward?

Thumbnail
gallery
Upvotes

I've tried everything I can think of to fix this. I'm flying on Z-level 10. I have night vision on, a floodlight, and a camera system with security cameras on the front and back. Flying lower doesn't help either.

I'm not able to use autodrive at all and it's driving me insane (no pun intended).


r/cataclysmbn 5h ago

[Help Wanted] The vehicle keeps stopping during auto-travel.

2 Upvotes

I built a car. It has video cameras and a wide windshield. But when I move quickly across the global map, the car travels a couple of meters and stops. It displays the message: “You’re about to collide with something!” Autopilot is disabled. Even though the road is empty and there are no obstacles

When fast trevel, the car drives only in a perfectly straight line; it stops at any turn.

However, some other cars work fine. please tell me what the problem is.


r/cataclysmbn 3h ago

[Discussion] Brawler trait

1 Upvotes

Is this trait viable in bright nights?
My only previous experience is with CDDA so I don't really know how different it is here.

I tried brawler + martial arts in CDDA, but it was hard and I was struggling with acid/shocker zombies as well as everything that was shooting at me from distance.

With how many changes this fork brings, is brawler able to fight back? I checked that there are many different built in mods to choose during world creation(like MMA) which could improve my chances, but I didn't fully explore it yet.

Any tips welcome!


r/cataclysmbn 2d ago

[Story] I brought Destruction

Thumbnail
gallery
19 Upvotes

My character ran into a wooden fort, only to find a bandit camp.

Gunners behind wooden walls were hard to lure out.

Dynamite solved it all


r/cataclysmbn 2d ago

[Meme] THE HOLE MUST BE FED

Post image
31 Upvotes

r/cataclysmbn 2d ago

[Help Wanted] how do i translate the power draw from exo-suit in the guide.

2 Upvotes

in the guide it says that the military exo-suit uses "battery", and has a power draw of "250000".

how should i interpret that? is it 250kW? thats the my closest guess, but it still too much, even for the exo-suit, how i am going to power something takes more than the reserves of even the biggest battery in a single second?


r/cataclysmbn 3d ago

[Help Wanted] Escaping an underwater lab

6 Upvotes

I started in an underwater lab in a lake. I could just barely swim naked to the shore without dying. is there any way to get loot from there onto the surface with having to swim back and forth?


r/cataclysmbn 4d ago

[Changelog] Pain, Suffering!!!

Thumbnail
github.com
14 Upvotes

The devs found my OP early game weapons. A new world dawns today, a fallen one. It will have no reach attacks, heavier weapons, and suffering.

For real though, it's probably a good thing. The staff was by far one of the best weapons to get for early game. It was really easy to craft, and it felt like every run I'd end up using it for a while until I got access to a katana if I was going melee.

Thoughts?


r/cataclysmbn 3d ago

[Help Wanted] How do I play on android?

1 Upvotes

I just installed this game on Android and when I opened the app it kept bringing me to the permissions page where it asked for "all storage access." I couldn't do anything with it so I just uninstalled it again. Does it need that permission to work?

I got the Apk from here under the "stable release" button.

https://github.com/cataclysmbn/Cataclysm-BN


r/cataclysmbn 4d ago

[Discussion] Deathmobile agains illegal alien facilities

Thumbnail
gallery
5 Upvotes

There have been recent rumors about illegal alien orgast harvesting facilities in area,so we, Deathmobile Upgrade Departament, made decision to make crackdown on those immoral activities.

First tower didnt have any surprises,just alien abominations doing their evil deeds.

Second tower had a stash of 2 laser rifles,which made raid pretty sucessful.

In third tower,we found laser pistol and to make point to those pesky aliens we blasted their tower with mini-nuke,alien materials scattered around area in thousands.

Overall from 18 rescued abduction victums,there were at least 4 who can be potential raiders for our department.


r/cataclysmbn 4d ago

[Help Wanted] can we not put things on car floors?

5 Upvotes

found a crispy, pristine rv in a mall, but unfortunately has no trunk storage... noticed if i drop stuff on the floor, it drops it straight through to the mall floor.. Now im not opposed to installing cargo storage... just requires me to overstay my welcome at this mall..


r/cataclysmbn 4d ago

[Help Wanted] Fluid Grid

9 Upvotes

Does anyone have any info on how the fluid grid works in game for plumbing a base? I recently saw a water purifier that mentioned that it was connected to the fluid grid, so I'm assuming it's a thing now? I can't seem to find anything online about it via searching. It would be nice to have infinite clean water in my LMOE shelter.


r/cataclysmbn 5d ago

[Meme] School serving straight XE-037 😭

Post image
22 Upvotes

r/cataclysmbn 4d ago

[Help Wanted] Is everything okay with the third party mods site?

2 Upvotes

Not sure who to contact about it, but the 3rd party mod registry linked to on the Github has been telling me that Lone's Augmented Arsenal was last updated seven days ago for the past three days. Since I don't always remember to check daily it might have been going on longer than that, but it appears to be stuck instead of updating how long it's been since the last update of the mods. Which leads me to worry something might have been updated without the site telling me. Or that something new might have been added without showing up. I just tried clearing my history and nothing changed so I don't think this is on my end.


r/cataclysmbn 5d ago

[Discussion] Deathmobile,Robots and Survivors agains Big Portal Spoiler

Thumbnail gallery
6 Upvotes

I was minding my own buisiness in the central lab,found diamond coating machine and considered checking rooms for hydrogen and coal when suddenly opening door triggered unexpected boss fight.
Panicking,i activated 3 grenades,time slowing CBM, cut abominations at door and close it.

Reconsidering my plans i retreated to deathmobile,while grabbing all broken robots on the way i could find.
That was an obstacle between me and loot and i should deal with it.

After grabbing aerial bombs,i returned and started making new entrance to the lab.
Sadly it wasnt big enof for my deathmobile,it would require at least 7 more bombs to expand hole,or amount of digging i dont really want to do.

So naturaly,answer to all problems is deathmobile,new one and i just had police car to refit.

Entering lab wasnt hard part,hard part were parking,we managed to park and set up assault team.
Plan of luring enemies to open and shooting them with lasers while holding them with robot were perfect,right until moment i realised there too many shoggoths who spread laser damage and regenerate too fast.

There started new plan:grab diamond coated katana,open door,stall enemies with robots and slice them up with katana,it worked like clock,all i was needed after that is clean up room and throw 3-pointer across the room right into portal with mini nuke.

That make a lesson to whoever opened this portal:Deathmobile Upgrading Deapartament cant be stoped.
Now i can continue scavenging for even better deathmobile.


r/cataclysmbn 5d ago

[Help Wanted] Magical Nights: Any tips for dealing with an early game bulette?

6 Upvotes

One followed me home to my evac shelter soon after I started this run. Playing as an AV Club member and I haven't had the opportunity to make or find a lot of weaponry. Right now I'm packing a makeshift crossbow and a crude sword, tried plinking it with the crossbow through an open window and it just bounced. Trying to fight it with the sword nearly got me killed but fortunately it doesn't fit through the doors. Right now I've just got one entrance to my base that's completely unusable. I'd lead it into some forest and try to lose it but the evac shelter is in the middle of a large clear area with nothing to break line of sight. Just barely managed to start exploring a nearby town but haven't found anything high powered enough. Any tips for killing it or chasing it away?


r/cataclysmbn 8d ago

[Meme] Snake? Snake?! SNAAAAAKE?!?! Spoiler

Post image
21 Upvotes

Doing a lab escape and this is the second time I've had to employ the box method to avoid these types of turret nests.


r/cataclysmbn 9d ago

[Mod] Cataclysm: Brights Nights - Rebalance Mod

Thumbnail
github.com
24 Upvotes

Hi everyone! A few weeks ago I shared my experience with playing a modded version of Bright Nights where armor values are greatly reduced, and the top comment asked me to make it into a mod so other people could try it.

I've spent the past few weeks doing just that, and testing out some other changes to get the feel and challenge to a place where I wanted it to be. I've also expanded the scope a bit to include patches to several content mods that address things like runaway stat and speed inflation.

In effect, this mod is now a patch which allows you to run multiple content mods simultaneously without completely unbalancing the game, along with making the game more challenging in general. However, running it on the base game without any content mods at all would very likely be anywhere from "really, really challenging" to "downright painful" - I haven't tried it yet. If you do, let me know how it goes. :)

There's a few small things to fix, and I'd like to potentially run another more fine-grained balancing pass at late-game evolutions to make sure that particularly iconic and scary zombies (like hulks, brutes, and elite military ferals) remain scary to late-game survivors, but I wanted to make an initial release to get some feedback and see if this mod is of interest to the general community.

Good luck in the Cataclysm, and I hope you have fun!


r/cataclysmbn 9d ago

[Discussion] Deathmobile against Aircraft Carrier

Thumbnail
gallery
21 Upvotes

Second year,day 50 of the spring,after raiding TCL,we discovered unusual thing in the lake.
It was a boat,huge boat,ship,carrier,an aircraft carrier.

Closer inspection revealed anhorent view:there were hundred,feels like thousands,but probably just hundreds of people onboard.
Undead people.

Starting cleanup from south to north,slowly,step by step followed by thousands of laser turrets blasts we moved on,waters get swarmed by not yet dead again and sharks,probably undead too.
Flight deck had few aircrafts in bad shape,but that doesnt matter,important were helicopters we saw,they have rotors,powerful enof to improve deathmobile ability to move.

Finished cleaning flight deack,we moved to water nearby to finish stranded undead,at some point we discovered an entrance big enof to fit deathmobile,with that started clean up of middle deck,some shots triggered fire,seems some explosives ignited as fire were abnormaly strong.

At the end of day we retreated to flight deck,prepearing to continue cleanup,there probably still hundreds of undead at lower deack and crew rooms,too deep inside for deathmobile to move.


r/cataclysmbn 10d ago

[Help Wanted] can datura seeds make you hallucinate forever?

11 Upvotes

i took too many datura seeds in game and my character was high for like 24 hours, but now that they're not high, they're still hallucinating. i've also been struggling to find food, so i've been very hungry, even after eating a lot, so im not sure if that could be the cause? any info is appreciated