Question: I had my companion read a book back at the farm (haven’t made an actual base yet) while the PC went to town to scavenge parts from vehicles. Is that stupid, i.e. should I have had him sit in the car and read to keep him in the reality bubble, or does bubble catch up take the time reading into consideration when I return?
AFAIK it does catch up.
Antique Adornments: A book I found in 0.E2 stable. The weird thing with it is that it can bring the fabrication skill up to 6, but requires a fabrication skill of 6 to understand, which looks like a useless catch 22. It does have some recipes in it, though.
Is the book incorrectly specified, or is there a joke in it that I completely fail to understand?
“Can bring your fabrication skill to 6.
Your current fabrication skill is 8.
Requires fabrication level 6 to understand.
Requires intelligence of 8 to easily read.
A chapter of this book takes 60 minutes to read.”
It is just a recipe book.
Even though you are not supposed to gain any skill by reading Antique Adornments, book learned recipes must be assigned to skill books, so the solution was to make a “useless” skill book.
Probably an oversight. It is the only book that has required level=max learned level, except various bot schematics and printouts.
I doubt it because it is the only “useless” skill book in the game. There are many other recipe books, and they give at least +1 to corresponding skill.
It has been mentioned on github several times that it is intentional that you can’t gain skills from Antique Adornments.
Most other recipe books at least suggest having content that could increase your skills by reading, unlike Antique Adornments. The progression of skills in cataclysm may be a bit silly, but I doubt that reading about fancy jewelry is going to increase your fabrication.
I don’t have any problems with accepting that the odd description is a work around to fit a non teaching recipe book into the game. It wouldn’t hurt if the description and a note stating that, though, as that would reduce the confusion caused for just about anyone encountering it.
A different question, though:
I don’t know if the quests are generated or hard coded, but I received a quest to bring an electric motor to a character, and was told they could be found on motorcycles. Thus, I brought a small electric motor from a motorcycle, but the quest doesn’t trigger. Bringing a “normal” one is a royal pain given that they’re too heavy to carry, so in a best case I’d have to drive up to the entrance and drag the blasted thing to the back of the facility, or build a foldable vehicle to roll it on (it doesn’t help that the road to the facility is crawling with an army of acidic ants, so I’d prefer to enter from the back, but that’s a 10 or so tile trek by foot). Do you know if I really have to bring a “normal” (i.e. one without a size description) one?
Yes, you need to bring 2 “normal” (without any description) electric motors to the foreman to finish that quest. Each motor weighs 55 lbs, which while pretty heavy, shouldn’t be overburdening your character unless you have really low strength and/or mutations that reduce your max weight.
Thanks, it’s very useful. I don’t think it’s the same quest, as the character is described as refugee, and I don’t think it was mentioned that two would be needed (the quest text says “Fina an electric motor”). Ah well, I guess I’ll have to keep looking.
Edit:
Another question: I went on a joyride with a SWAT vehicle trying to massacre acid ants. However, eventually they bunch up sufficiently that the vehicle is brought to a halt with every ant within a long range rushing towards the vehicle, and that’s the end, since while the survivor fire gear is acid proof, it isn’t strong enough to fend off the ant attacks, so something that’s capable of killing them en masse is needed. Would Molotov cocktails do the trick? Some kind of insecticide grenade? Eventually there’s also a need to take out the hive, but I think that’s some way off.
Interestingly enough, it didn’t seem all that ant punting resulted in any vehicle damage (apart from the mirrors being ripped off and 10% damage to a steel plate), which is encouraging.
Using a molotove isn’t the best idea since it is as much a danger to you as it is to the ants especcially if you are surrounded by them. If you get a gasmask however you can use a insecticide grenade which won’t affect you at all but will be just as deadly to the ants as fire will be. The gas also spreads so far that you should be able to free your vehicle.
Thanks. I can make crude insecticide grenades, so I guess that’s what I need. Looks like I can look forward to a day of ant extermination.
I would have thought the survival fire gear would protect against Molotov cocktails, but I haven’t yet seen if critters set on fire run around spreading it. Regardless, insecticide is a much more sensible method.
What is the best type of bread to make?
Is there an easy way to define loadouts and change between them? It’s getting rather tedious to change between “best damage protection” and “acid protection” (haven’t gotten to electricity protection yet), in particular for the (currently only) companion, where it results in:
- Use this item order * number of items
- Back out and rearrange armor on companion to remove the old gear
- Trade to get the old gear from the overloaded companion
Plus, of course, getting new items from storage and dropping old ones into storage.
If I have 100% coverage everywhere with clothes that do not conduct electricity, will I get electrocuted by shocker zombies and the like?
Does it matter what weapon I use?
PALU, as far as I know, there is no easier way to get npc’s to change into specific uniforms.
Dlight_full, to prevent electric damage you need either the dielectric capacitance system CBM or armor that protects from electricty damage like an ANBC suit or a faraday chainmail suit. Non-conductive armor doesn’t protect from electricity unless it specifically says so.
If you have immunity to electricity, your weapon does not matter. If you aren’t immune, then using fists or conductive weapons will stun and damage you, while non-conductive weapons are safe to use.
so this won’t save me from the shocker zombie electric spit?
Armor that says “It completely protects you from electricity” or the dielectric capacitance system CBM will save you from any stray bolts of electricity, including those from shocker zombies.
Vehicle Shelving. What are your thoughts? I’m at the spot in the game where I will soon start making a deathmobile.
Can you move through it? Does it block line of sight? Now that Stabilized Portals no longer exist ( assuming you were one of the lucky ones who could even get the components for them ) it seems that’s Vehicle Shelving is the best storage for deathmobiles. I’m an absolute packrat, so I need tons of space to curb my anxiety, but I don’t want to do some stupid mistake mid-designing it.
I do not use the mod shelves come from. However, I can see that they will not allow you to move through it, and will block line of site. Take a look here on the item browser.
If you are a pack rat, remember to make sure your car has good enough wheels to move off road with all that weight you will be carrying. Larger vehicles can be a PITA when it comes to actually traveling with them, from bridges to towns to forests.
Sorry I don’t know, I hate NPC companions. First one I ever had shot out my windshield and crawled out to fight hand to hand and died. 2nd one ran straight at a roadblock turret ( the older, more lethal kind )because she heard it shoot a zombie and got spooked.
For myself, I always keep armor sets in piles/floor trunks for easy sorting, but not really going to help you here.