Tips, Tricks and Newb Questions: Reborn!

Find some ethanol and just press E as usual.

I forgot to mention, but if in the future you can’t find the stairs down in a science lab, you will know where to look because the overmap “L” will be a darker blue if it contains stairs down.

Thanks. Yes, I saw that on the wiki, but since there was only the light one present I got confused.

And another question: What happens with all the cyborgs I’ve released but failed to convince to join me? Do they just disappear or is it possible to run into them in the future (given the laundry list of harmful stuff in the one I did recruit after save scumming, they’d have to survive against lousy odds, though)?

Edit:
Yet another question: I’ve got a lumber yard somewhat nearby, and it’s got a large number of tree trunks in it (and its adjacent area, unfortunately still labeled as Lumber yard) which I’d like to order a companion to cut into logs (I’m running out of charcoal), but the camp order to cut trees only works on forest and swamp tiles, and I can only find a direct order to cut logs into planks. Have I missed a command, or do I have to perform the trunk->log cutting myself, alternatively get a companion to cut down forest?

  1. They are - or at least were - becoming regular NPCs and behave like ones. I saw some of them moving on the OM to… somewhere. I think you can’t recruit them, though (because you’ve already tried and failed).
  2. I guess you can’t do it from camp interface but at least there’s a “chop trees” zone which you can designate and tell your follower(s) to do the work there. But I don’t know if they will continue working when outside of RB.

If you fail to recruit a prototype cyborg, like most random NPC’s, you can try again after a day. Of course, as you already noticed, if you wait too long the NPC will probably die to all the faulty bionics in its system. Though if they repeatedly refuse to join you there isn’t much you can do about that.

  1. (Includes Junknown’s answer): Yes, I should be able to try again later, assuming I can actually encounter them, as they wander off almost immediately (they sit on the stretcher while the PC is hauling the next prototype to it, but wanders off when the PC tries to leave the immediate vicinity [sometimes getting attacked by the nurse bot which forcibly can extract a CMB {the only one I saw was a useful plating, rather than something from the harmful majority}]).

  2. They definitely should be able to chop trees in the tree chopping zone, as it can be up to 50 tiles away, and so well outside of the RB. As far as I’ve seen from that one you designate a tile and it’s then computed how long a “mission” takes, calculating travel and work (I backed out at that stage, as the intended companion turned out not to have the required skill level [2 Fabrication, I think]).

Some random feedback:

  • Companion quest to recruit gunslinger: After I modded the game file as per the linked description above, I did eventually have the quest resolve itself. It took a while, and I’ve recruited another companion since, but once the quest giver returned from a mission and saw both the original gunslinger and the next companion the quest resolved, while it didn’t at an earlier occasion when the quest giver returned from a mission and didn’t see the gunslinger, nor when returning from a mission and not seeing either the gunslinger or the next companion, so seeing whoever resolved the quest was apparently crucial.
  • I’ve found that there’s an order to companions to cut wood in a zone, but I haven’t tried it out. It’s possible it might be usable to take care of all the trunks in a lumber yard.
  • I’ve found an X-01 Jack mech, which is mostly useless. When riding it you can lift e.g. engines out of cars without another lifting tool (I haven’t tried jacking, but suspect it might work as well). You can also push light vehicles (an Electric SUV can be pushed, an APC can’t), which might potentially be useful for clearing way for a vehicle through a blocked street. It seems to be good at smashing things (rocks, small trees, shrubs, but not large trees, haven’t tried wrecks) without getting fatigued. However, it can’t ride an elevator, so I wasn’t able to try to smash rail tracks (I need to do that to some extent to be able to move the vehicle I built in a subway system, and it’s exhausting to use a heavy sledgehammer with my comparatively weak character). Don’t use the mech for fighting, though, as you get smashed out of it by hulks, and you can’t wield anything while riding it (nor can you drag items along the floor or grab a trolley). You can move the mech with a vehicle by walking into the mech to switch places with it, and thus get it into the trunk/spare seat/flatbed, but can’t ride into a vehicle.

I’ve found a reckon mech, which has a nice laser rifle. Nothing spectacular though, worse than a .308 calibre rifle, but completely silent.

Ranged combat is a completely different thing, but yes, as far as I understand the other mechs have some kind of ranged weapons. My constant problem is combat in confined spaces, such as when exploring facilities.
I’d expect the laser rifle to use the mech’s battery, so I guess you’ve got a useful tool for some situations for as long as the battery lasts.

Well, it wasn’t useful at all inside the Lab - too little space for maneuver and the laser can set things on fire…

Laser weapons on mechs (any and all models) are stupidly underpowered. They can’t penetrate even talon ugv armor, and the less we talk about skelejuggs and kevlar hulks, the better. It looks even more pathetic considering mechs’ danger ratings is “fatally dangerous”.
…yeah, it is fatally dangerous to mech’s newbie operator who falsely assumes he’s controlling something that can actually fight.

Also, hits that kick you out of the mech… dafuq is that? Why is it even in the game? Judging by description, mechs are like bigass suits of power armor, how the hell could you be thrown from one of them after receiving a hit, even a strong one?

Yes, it’s described as an exoskeleton, in which case the only way to be thrown out of one would probably be in pieces…

Like some thread I saw described it, they’re more like trophies to adorn your camp with than anything useful (I did test to smash metal walls in my camp with it, and it did work, so it might have some minor use as a demolition tool).

Edit:
A new question:
I’ve cleared out (in effect) two Labs (4*4 footprint) connected both to a subway system and to a surface entrance. There are some other labs connected to the same subway system that do not have any visible surface presence. Are these labs different from the ones I’ve cleared, or is it just more of the same (a lot of slogging for a ton of chemicals and some stuff that might be useful, but nothing really interesting once one such lab has been cleared out)?

Edit 2:
Some feedback: I brought 3 companions, provided with axes, to a nearby lumber yard, painted a “Cut trees” zone over the trunks, and ordered them to cut trees in a nearby zone. That seems to work well. I’ve done other things for some 4 hours, leaving the vicinity several times, and they seem to plug away at it. I’ve yet to see if they return “home” when done and whether it would be possible to order them while in camp (some 10 or so tiles away). Anyway, that seems to be a useful functionality.

Edit 3: More on the tree felling zone. I didn’t wait to see if the companions would return, but picked them up in the car towards the end of the day. Oddly, they refused to provide training, claiming to be too hungry, which was unexpected given the usage of the standard no companion needs mod. After giving two of them a pemmican to chew on they became normal, while the last one (Reena the beggar) gave a rather confusing answer along the lines of “This doesn’t seem to be good to consume. My current weapon is better than this”. I eventually realized she’s meat intolerant, and after feeding her a bunch of dehydrated veggies, which didn’t help, and then some dehydrated fruit, which did, eventually, help she provided training (or refused, but a normal response, anyway). The next morning she complained about being hungry again, while the others didn’t.
Ordering them to go and cut trees again after that didn’t work (not exactly unexpected, given that the zone is outside of the bubble), but driving them there and requesting them to get to work did this time as well.

There are two kinds of labs, science labs (old style) and microlabs (4 on 4 labs, usually with only one floor). Both kinds of labs can connect to the subway, but only microlabs can spawn without an entrance from the surface. It sounds like you found more microlabs, which as you noticed aren’t really worth revisiting.

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I have found religious books spawn more often in mansions, but that may just be coincidence

with the obvious exception of central labs with at least a dozen “finales”

no that’s not how it is “microlabs” are listed as “lab” on the mpa they don’t have finales and have diffenent types of item the person stated he found the lightblue map tiles which means finale he just found small science labs. Their is also a hidden 3rd type of lab: the central lab your only indication of where it is will be the sound the tile where you enter it is NOT marked on the map it is entered through a single manhole in the middle of nowhere usually in a forest. They are MUCH larger than normal labs (the first floor is 2 dozen tiles long and wide at the farthest points and has the same layout in a sort of compass shape) have many floors (the first on I found had 12) have 4 “finales” on floor one and multiple finales on every other floor so you can easily get every finale type in on central lab (I somehow didn’t and got all of them except nanofab (why were their 4 CVDs and 7 mutagen rooms and 3 rare mutagen vaults? )

I’ve found two stunted (one level only) science labs, yes, but I’ve also gone through two microlabs (listed as Lab), which is what my latest question was about. I suspect I’ve got a central lab somewhere (not far from one of the micro labs, but the railway goes in the other direction), as there’s a huge area over which there are explosions underground, sounds of Shoggoths, bug tracebacks about spores trying to land in occupied tiles, piercing wails, etc. etc.

I’m slightly annoyed by the game’s teaser about the secret labs in the subways, though…

finding a central lab’s exact entrance can take a while as they are massive underground and somewhere in it is a single tile entrance that isn’t marked that could be under a tree in a forest

Thanks. By “under a tree”, do you mean under the canopy/behind, or that the trunk has to be removed to reveal it? Is the entrance in the exact center of the structure? I’ve tried to map it out somewhat by noting where noise is coming from and have reached a vertical extent of about 20 tiles close to the eastern edge.

Or you could do a line of quests for a certain person in the ref camp, and for one of those he will send you there. With a nice mission tracker point on your map.

No. It is just a regular manhole in the middle of a forest. Don’t know if it always generates this way, but for me this forest tile always has only one kind of trees and only low grass (the one that doesn’t inhibit movement).