Are there training manuals or another way to learn the better unarmed styles (Muay Thai, Krav Maga etc) without taking the self-defense training attribute at character creation? Skill books for generic styles like karate and judo are everywhere in dojos but I have never found any for rarer martial arts.
Some of the styles dont have books, (toad style and things like that) others are just very rare.
Where do you get materials to make ammunition? In version 0.A I found a few gun stores with manufacturing rooms but those were rare and I haven't found any in the latest experimental.
You can pull apart other ammo you dont want, gun stores should still be there, you have just gotten unlucky, there is also a type of gunstore that spawns now that has a backroom that is stuffed with ammo crafting gear and supplies. With high enough skills and the right books you can also craft most ammo crafting supplies except for primers and casings.
Are there cases where disinfectant wont work to prevent infection? I have a bite wound that is currently at the "swollen and painful" stage but disinfectant doesn't seem to be doing anything.
If the infection is too far along, disinfectant wont help, you need antibiotics (sounds like the stage you are at). If you can, always carry a bottle of disinfectant and clean wounds as soon as is viable.
Why do firearms lose so much damage so quickly? Testing with a SKS loaded with 7.62x39 M67 ammunition I found that it lost about half of it's damage at 15 tiles away (30-40 damage vs 70). Is this intended? What weapons/rounds are best for mid-long range engagement?
Most of your damage at range is defined by your accuracy, which comes from your markmanship/skill (skill is a pretty big factor in using guns ingame) in that type of gun. At point blank with a little bit of skill, you will get alot of headshots/critical hits, this will drop off very fast at range. Why such a dropoff at 15 or so meters with guns that have normal ranges of 100s of meters irl? Works in terms of the game. Best weapon will depend on what you are fighting, normal Zs/less strong things, a .22 marlin with a few mods and FMJ or LR ammo can be a perfectly serviceable ‘walking around’ gun, might take a few shots to kill, but recoil is almost zero, ammo comes in big stacks and it will train your gun skills up nicely. Turrets and more nasty enemies id say an SKS at minimum, preferably a .308 or 30-06 with rounds with high armor pierce though (savage is a gun I often like for clearing military bases).
In a more general sense, you want a gun with very low dispersion (basically accuracy), low recoil if you can, but its not essential for guns that can 1 shot fairly well, something with a damage bonus also cant hurt. Gun mods can generally ‘buff out’ just about any gun into something fairly decent though. Generally I find what defines my choice is usually what I have alot of ammo for, if ive got piles of 9mm, then im tricking a glock out and rolling with that, if ive got 200 shottie slugs, then ok, pump action it is. Either way I try to roll with a ‘walking around’ gun for standard stuff, small handcannon (redhawk, rivetec pistol) for more nasty stuff and maybe I break out a smg for clearing a mall or something where I know I will face piles of normal Zs.
Dont be afraid to just let things come close before you blow their heads off though, do more damage = use less ammo.