It turns out the real problem was the radiation lmao. Goddamn crater.
An antibiotic is a type of antimicrobial substance active against bacteria
Influenza, commonly known as “the flu”, is an infectious disease caused by an influenza virus
Well I got the common cold after so no harm on taking it as well.
Let’s just go with “my survivor’s first aid skill was in 0-1 range and I was RPing it hard”
Unfortunately, there are FAR too many billion people out there chugging antibiotics “just in case” and “demand something” from a doctor when having a common cold (caused by various virii), or influenza, leading to rampant antibiotic resistance among bacteria with no gain for the antibiotics chuggers.
There are also too many games that are developed by people with the same lack of basic knowledge, resulting in antibiotics actually working against virii (and zombification) in their games. Unfortunately, this game is an exception rather than the rule in making this basic distinction.
Originally edits from the previous post (to avoid multi posting), but as I’ve seen no reaction I’ll try to move the unrelated questions to this separate post).
- I’ve got problems with some vehicles I’m trying to disassemble. I’ve got a vehicle disassembly zone and have set companions to disassemble vehicles therein, which they largely do. For some reason they can’t figure out how to get the bottle jacks available to them and remove wheels, and they can’t remove engines (I’ve done the latter with a foldable vehicle consisting of a foldable frame and a telescopic cantilever, but when I left it in the zone for them to use it, they disassembled it instead, so I had to rebuild it).
It can also be noted that companions happily remove parts connecting the vehicle, splitting it into parts.
However, some vehicles are bugged in that I can remove engines how many times I like, but they don’t actually get removed, and the same goes for some of the wheels. In one of the wheel cases, the wheels are shown as attacked to the vehicle when viewed with ‘x’, but not when 'e’xamining the vehicle, when only the wheel assemblies were present, but removing those showed them in a pile beneath the PC, but no change when the vehicle is viewed with ‘x’.
Is there some debug tools that can be used to work around these bugs, either by repairing the data structures, or by disassembling the vehicles fully, or just removed the bugged vehicles.
Furthermore,it seems the vehicle corruption is bad. I had my character read a book, and the game crashed halfway through. As far as I can determine from trying to debug the crash it was caused by a companion trying to remove a part that wasn’t there. I’ve worked around the crash by sending my character out and tell the companions to stop disassembly work, but I expect it to crash as soon as they try again. I’ve posted a bug report, although that’s unlikely to show more than that there’s a corruption, but not what caused it.
Removing the zone and setting up a new one over 3 other vehicles and sending companions to dismantle those resulted in a crash the same evening (I haven’t verified that it’s the same, but assume it is. The crashing stopped when I removed the companions from the dismantling tasks before the crash).
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How high a Driving skill is useful? It seems Driving keeps trickling up skill sub points when driving, at the cost of tanking the Focus (thus harming the learning of other skills well after finishing the driving). Thus, at some point it seems training of this skill should just be toggled off and kept off (currently at something like 10.51). I’m currently switching it on and off depending on whether I think I’ll be doing anything trainable afterwards, but it’s tedious and error prone (and plans do not always go according to plan either…).
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Bug or intentional?
I’ve just finished the first Old Guard quest in the refugee center, but as I try to walk to the liaison to report two of the guards in the center stand in the double doorways leading to that part of the center, blocking passage. Talking to them does not seem to yield any new options.
Edit:
4. I’ve been casing a Quran (quest item) for quite some time. The hint said to look at book stores and libraries, but the 4 libraries I’ve searched hasn’t had a single religious book of any kind. The two book stores didn’t have that book either, but at that time I didn’t take note of whether they carried other religious books. Is this just consistent bad luck, or a bugged design?
I am pretty sure I have found a quran in a bookstore a week ago. So unless something changed in the latest experimentals, it’s just your bad luck.
Thanks. It can’t be experimental changes, as I’m on 0.E2 stable. Good to know it’s bad luck, though.
Well, I only play experimentals, so might be that the stable version has a bug that has been removed in the experimentals…
Yup. Had this same thing happen, which, if you think about it, is perfectly logical - you say to deconstruct every vehicle in the zone, and the thing is a vehicle itself, so…
Anyway, the answer is to leave it right at the border of the zone.
You can always edit world files and remove the vehicle entirely. Rename it to something unique so you can find it easier. And I’d stop any NPC work on the vehicle beforehand because who knows what would happen when you load the game and they try working on something that doesn’t exists.
You can also smash vehicles with something like a sledgehammer if you don’t need parts from the tile you’re smashing and just need the tile gone.
idk, my top is 10 and it’s more than enough for me. Driving even 17-ton deathmobile with ease on 10.
Oversight, I think. They all move around when they hear sounds, and clearing back bay usually generates quite a lot of sound. You were just unlucky they ended up in the doorway when it ended.
4 - bad luck. Religious texts are quite rare but they can spawn even in homes. Libraries just have more books spawn so the chance is higher there.
Thanks.
Disassembling: Yes, it’s quite logical, and it wasn’t really a complaint that the lifter was deconstructed, just a “gotcha, should have realized that” note.
Remove bugged vehicles: It seems you assume I know something about the save file structure…
All I see is a lot of twisting files, all alike (some within map sub folders that probably indicate some kind of coordinates). While they seem to contain formatted text, Windoze’s useless search function just spends a lot of time pretending to search, but doesn’t actually find anything (my camp is called “Camp Zero”, so I searched for “Zero”), as usual. Can you provide a hint for which files I want to examine?
Driving: I thought as much. I’ll probably slowly push it to 11 just because I can…
Bug or intentional: No, it’s not the clearing the back quest (where I DID get blocked by two character that didn’t move. I ended up dragging a piece of furniture away to get an opening to get out). I cleared the back quite some time ago and has been in the area the Old Guard guy resides in several times since (something might have changed). Then I performed the mission to kill a “couple” of bandits (3), “nearby” (a long way away into unknown territory), only to find the path suddenly blocked by those guards for no apparent reason when I return to report, unless helping the buggers start up a farm nearby counts as a reason…
- I’ve found quite a few religious texts in homes and some in the hospital I cleared (but I don’t think they bothered to have any in the cathedral…). What made me suspicious is that libraries seem to have a clear division of books, so cooking is in one place, leisure in another, and so on, and not a single religious text started to smell fishy (although my quick scanning of the stacks may have missed religious texts I already have). I kept looking for the religious section, but didn’t find any (the library searches weren’t completely in vain, though: I did find a couple of new books that look promising). Ah well, I have to loot homes anyway, I guess, to feed the camp calorie pool.
And another annoying issue: My zombie smasher is quite fond of diesel, but I’ve haven’t had much luck finding more in fuel stations, as most of them have only gasoline pumps, and the two of them that did have diesel had rather limited amounts (< 30 L in the first one, and maybe 100 in the second one). I suspect there’s something I’ve missed here…
(If nothing else, I can add a 12 cylinder gasoline engine. I know it’s possible to create diesel, so that would be the long term fallback).
You can use notepad++'s search. It isn’t the fastest but it works. Select maps
subfolder under your world and don’t forget to set the option for searching in subfolders.
Then you open the file, find the vehicle by its name in it, find where its description starts (it begins like this {"type":"armored_robot_carrier","posx":0,"posy":9,"om_id":4,"faceDir":270,
, values depend on what your vehicle is, of course), then put the cursor on the very 1st {
, ctrl-alt-b to select all vehicle data, and delete it. And the following comma if there’s more than one vehicle in the array.
Disclaimer: author of this post is not responsible for you not making a backup of your save folder and destroying all those characters and worlds
Thanks. Very helpful. I didn’t know Notepad++ had a folder search function, and I’m more interested in it working than failing quickly…
I stopped at 4. My mobile base is only 8 tons though.
If notepad++ doesn’t cut it, AgentRansack is a fantastic search tool. Even the free ‘home’ version lets you do comprehensive in-file searches pretty quickly.
Thanks. I’ll try that if Notepad++ isn’t up to the task.
Well, of course! Because it’s one more.
I’m also more than halfway there currently.
Two issues:
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My starter companion’s quest chain has reached a quest where I’m supposed to recruit a gunslinger named Roger (AFTER the quest where I’m supposed to kill a zombie boss, but should recruit someone else before that, which I didn’t), but at the location specified I find a gunslinger named Gonzalo (and I didn’t find anyone else, unless the zombie in the shed counts, and the zombie didn’t drop anything that stood out), and recruiting him doesn’t count, apparently. Anyone got any idea of what’s going on here?
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I was wearing ANBC gear (and a Heavy Survival Mask) [Acid Protection 7], but an Acid Spitter STILL caused damage to the chest, head, and mouth. What’s going on here? I can stand in acid without any issues and pulp acid zombies, and the suit is undamaged.
Edit:
3. What’s the deal with stealing? After having killed/murdered bandits I get a warning that taking their stuff is stealing, so I’ve refrained from doing that. Does taking the stuff telepathically label me as a thief with everyone, or just with the faction I’m now at war with (although they shouldn’t know, as nobody is left alive…), and only if I’m foolish enough to try to sell the loot to them or their buddies?
Edit 2:
4. The Old Guard quest chain has reached the step of helping a contingent dropped by a gas station within the local area of operation. Extremely vague, as I have no idea of how large the AoO might be, nor what kind of a gas station might be applicable (my guess is that it would have to be one along a road, as opposed to one in a zombie infested city).
There’s no quest entered in the quest log, nor can I find any reveal on the map that might indicate the location. Is the intention that you’re supposed to possibly stumble across this group at some future time and then have to remember this vague indication (in particular the protocol)?
Edit 3:
5. I’ve just brought 12 Knife Spears to the Scavenger Boss as a quest, but the game just allows me to say that I haven’t got they yet. Is it a know issue (0.E2 stable)? There are Makeshift Knife Spears and Knife Spears, and mine are the latter kind, matching the quest text. There are, however, two ways to make them: first make makeshift ones and then the sturdier variety, and to make them directly, where I chose the direct route.
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I never heard of a quest like that, so I can’t comment here.
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This may be a bug, or it may be that a spitter’s spit attack is stronger than acid on the ground.
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Stealing is only worth worrying about if a member of the faction you are stealing from observes you stealing. Stealing from bandits is 100% safe. And it is possible to steal almost anything from the refugee center without penalty by hiding in a large cardboard box.
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At the end of the Old Guard questline the Liaison hints about an endgame location, you will know you found the right place if you find a nameless town filled with irradiated wanderers.
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That is a really old quest and I suspect you might need to turn in the poorer makeshift spears. There used to only be one kind of knife spear, but it eventually got turned into a poor spear and if the quest hasn’t been updated since the inclusion of the newer spear it may still want the old ones.