The wiki is correct that blobs can use the “FORMBLOB” special attack every 30 turns, but the way it describes the effects of “FORMBLOB” is wrong. I admit that I also don’t fully understand everything that “FORMBLOB” does, but from my experience with blobs and testing with the debug menu I can confirm that it will not spawn endless blobs. It does seem to be able to convert non blobs into blobs, which may (but does not always) spawn an additional small blob. It also seems to be able to make small blobs grow.
The full effects of “FORMBLOB” are hardcoded in monattack.cpp starting with line 2309, and unfortunately, I am not very good at understanding C++. If someone who is better at reading C++ would bother to explain what it does I would be very grateful.
Also autodocs can’t be used for blood analyzing quests. In the experimental you can use them to analyze the players blood, which is why GiggleGrassGatherer suggested that they making them usable to analyze the blood for quests would make sense.
A quick look at the code (0.E2 stable, so the line’s at a slightly different place):
It seems that if the blob is large enough (according to comment when using get_speed_base), there’s a random chance a small blob is spawned or an adjacent critter gets slimed. This action results in a call that presumably reduces get_speed_base’s underlying value. If this action results in a “size” smaller than a threshold there’s a random chance for the blob to shrink one size.
If the “size” of a blob is changed only through spawning, the blob will be able to spawn a random number of small blobs before shrinking, and will eventually become a small blob itself (which seems to split on death, but I haven’t seen the split ones actually split when they die).
I wouldn’t be surprised if there’s some process by which blobs can increase their “size” (e.g. by absorbing critters?), but without “food” the process shouldn’t continue without any end point.
Note that I haven’t looked anywhere else, including the code of functions called, so be aware of the guesses above.
What is the deal with broken vending machines? It says that if you break them a little more you won’t have to pay at all but i havent figured out jet how to get the contents inside.
And a question about the power CBM that “eats” batteries: Does it consume the batteries, or does it just drain them? In the former case it’s lot sustainable long term (but probably well beyond the life span of the character), but if the latter it seems like the most convenient power source (the one that uses food calories seems to have situational uses when it’s better).
Also, how do i get the updated tilesets? I am using the cdda installer to play in the latest experimental but im not sure if i have actualized tilesets. Does the installer updates the tileset too? if not, where do i get mi tilesets? I am currently using Ultica
How do you get companions onto autodoc stretchers so you can (un)install CMBs in them?
I’ve just recruited a prototype cyborg, but looking at her stats I see she’s chock full of harmful CMBs (looks roughly like the corresponding PC start). Thus, I want to get the junk removed, but can’t figure out how to get the patient in place for the operation(s).
And, while on the matter of CMBs, I can’t find a size for bionic power storage units, and, in fact, my cyborg buddy has 0/100 bionic power, but no listed storage device. Does that mean that you can just cram them in, or is there a limit (which may or may not conflict with the location limit(s))?
Edit: Swap places seems to work to get the companion onto the coach.
Power storage CBMs just increase your max bionic power, and thus aren’t included in the list of installed bionics. Your companion currently has 0 bionic power with a maximum capacity of 100 bionic power.
There is no limit to CBM’s in vanilla aside from a hardcap on max bionic power at a little over 2000, but some mods (notably Aftershock) add restrictions to the amount of CBM’s you can install.
Ah, thanks. The section about slots was listed under Mods on the wiki page, but the CBM descriptions still have slot counts, which confused me.
So what happens when you reach the max power storage capacity? Are you informed that you can’t install any more, or are they just not providing any benefit?
As far as I understand, then, it makes no difference (except time and materials for installation) whether you install 10 standard power storage units or 4 Mk II ones?
Another reality bubble gotcha:
I recruited a cyborg companion at science lab. However, due to a fungal invasion above, it’s not a good location to perform more CBM removal than necessary, so I went to a nearby town the two days later (cleared out, apart from some basements where the zombies have destroyed the stairs), set the companion up for further removal (removing 18 or so thingies take time!), and went to a cleared out lab in the same town to start building a vehicle in the associated subway, checking the time. However, when I returned there were 56 minutes left (of the 1 hour that operation would take). Thus, it seems you’re stuck organizing activities within the reality bubble for time to pass, which is what I had done the day after recruiting (reading. I assume crafting would be a possibility as well).
I’m slogging through my second Science Lab (at least that’s what they’re described as). However, in neither lab have I found any means to reach a lower level than the one directly below ground. There are inactive elevators in both, and one tile with a lighter “L” on the overland map, but nothing resembling stairs down. In the second lab there’s a shimmering portal surrounded by tiles that expel very hot air, so I wouldn’t exactly be surprised if there’s lava further down, but jumping down those (if even possible, sounds suicidal, given that my character got hot just from walking past a little bit several tiles away. The first lab had one smoke pipe or similar, but it turned out not to be possible to get down there (after fetching a grappling hook and everything).
In neither case have I explored the locked parts fully (prisoner/barracks), but it would be odd to hide stairs there. Lots of centrifuges, but none with a working terminal in either of them (and they’re usually not damaged by zombies: I’m still chasing one to analyze blood).
Do I have to create my own access points to get further down?
Yes, it’s an old issue that, I guess, is quite low on the to-do list.
About stairs - I never had this issue. Maybe the stairs were located where that portal is, and were destroyed when it was spawned? Is there some rubble nearby?
Thanks. It’s possible stairs were intended to be where the portals (two beside each other) are in the first lab. The second lab has two portals of the inactive kind surrounded by rubble, but it doesn’t look like there should have been stairs in those tiles. In the first lab the portal pair is in the tile with a different, lighter, color on the map, while in the second one that tile has ordinary things in it (I think that’s the tile where dangerous specimens are held: a Shoggoth and a Zombie Brute).
The second lab has the issue that it’s been placed on top of an ant lair, resulting in 3 of the 4 ant entrance tiles to end up on walls, with the last one descending into the lab, with no and passages visible.
So, assuming I actually have to dig myself down (never having used a pick axe in the game), would it make sense to try to dig down in a concrete wall, given that it should end up on top of a concrete wall on the level below, thus allowing the digging of stairs up, rather than an awkward hole in the floor?
Lighter "L"s on the map indicate the lab final, which always spawns on the last floor of the lab. So it seems like you got unlucky and found two labs with the final on the first floor underground (it does happen).
No. Lab OM tile templates are all different so there’s no guarantee you won’t dig down to a solid stone. Sometimes you can even have a tile with rooms on one floor but a solid block of nothing but rocks under it (and then a room under that block). You may try digging near one of outer walls but still can end up with no luck.
Also, as junktown said, lab finales are on the lowest floor so if you can see one you don’t need to find a way down.
Yes, Junknown’s answer showed that digging is pointless (which is very good to know). However, should the issue come up again, it seems walls are always at the border of the lab tiles, so my logic was that digging down in an outer tile wall ought to guarantee I won’t end up with a hole in the roof, but rather with a stair. If there wasn’t a room on any side (and a corner could be used to maximize that chance), then my reasoning was that it would just be a matter of digging horizontally, as I didn’t want to test if you can haul stuff up a grappling hook rope.
Is there any way to fix that or it is an error in which I needed to fix in the files or start a new game again. I just needed to see the minimap, using N doesn’t makes any changes. I can try to change the length and width again if needed. It happened ones I updated to b11005 from b1960 in android version and load my saved file.