r/cataclysmbn • • Jan 16 '26

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

31 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!

34 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 • • 4h ago

[Help Wanted] Cigarettes not showing in any tileset?

4 Upvotes

Hello, so today I finally tried out the Bright Nights fork and I'm having a blast. One thing has been bothering me though. In CDDA, I was able to see my character with a cigarette in his mouth when one was equipped. But in Bright Nights that doesn't happen, doesn't matter what tileset im using.

What's the reason? It's a really unimportant issue but it still bothers me lol


r/cataclysmbn • • 11h ago

[Bug] Android button bug?

Post image
3 Upvotes

When playing on Android, if I rapidly tap the buttons at the bottom of the screen, I sometimes accidentally touch the empty space between the buttons and the edge of the phone screen. When this happens, a button suddenly disappears. ​Has anyone else encountered this bug? ​

In the attached screenshot, the "NPAGE" button should be visible, but it has disappeared due to this issue.


r/cataclysmbn • • 20h ago

[Idea] Scenario: My Cataclysm Car

11 Upvotes

I have an idea for a "My Summer Car" themed Scenario but none of the knowledge to implement it, so I thought I'd post it here in case someone wants to run with it while I try to learn how.

The idea is you would start at a small custom cabin, complete with garage and sauna, out in the country. In the garage will be a randomized assortment of loose vehicle parts and essential tools to get you started. I'd really like to somehow block the player from driving any vehicle other then their own too, that way there's a reason to build upon and grow your personal vehicle by harvesting what you come across.

With all the awesome work being done recently when it comes to vehicles, I thought it would be a fun scenario. Going from a pile of random parts to a deathmobile 😄

Anyway, I hope someone more knowledgeable likes the idea and runs with it. I'm going to start learning how much I don't know by reading through the documentation 😂


r/cataclysmbn • • 18h ago

[Help Wanted] Como puedo cultivar plantas y verduras? Hay alguna forma de cultivar en un edificio urbano si vivo en una ciudad?

2 Upvotes

Soy nuevo en el juego y voy aprendiendo todavía y quiero hacer una base hasta conseguir un coche e irme de aventuras


r/cataclysmbn • • 2d ago

[Discussion] I am cooking something

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58 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

[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 • • 2d ago

[Mod] my first mod

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49 Upvotes

biopunk. soon...


r/cataclysmbn • • 3d ago

[Help Wanted] Mutated Start

6 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 • • 3d ago

[Discussion] Best campfire fuel for early game?

7 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 • • 3d 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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18 Upvotes

r/cataclysmbn • • 4d ago

[Idea] How about introducing horde nights?

29 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 • • 3d 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 • • 5d 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 • • 5d ago

[Help Wanted] Tacoma Commune growth

7 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 • • 6d ago

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

10 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 • • 8d 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

97 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 • • 7d 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 • • 9d ago

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

21 Upvotes

r/cataclysmbn • • 9d ago

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

13 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 • • 9d ago

[Discussion] Does anyone else feel the same way?

23 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 • • 10d 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 • • 11d ago

[Help Wanted] Sailboat

10 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 • • 11d 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?