Tips, Tricks and Newb Questions: Reborn!

Good to know there’s a quest, although the only known quest remaining is the blocked blood sample one. However, Borishenko keeps saying I should return in a while, Dino Dave ask me to sort out the merchants, after which I have to respond with a non sensical “glad to be of help, or something like that”. It should be time to return to deliver some more grass, though (I haven’t figured out how long I have to wait in between those).
I haven’t bothered with any of the other merchant offers, partially because they’re not noted like quests, and partially because I don’t really see any point in getting Merchs, as I don’t know anything useful to spend them on (which contradict my grass deliveries, but I don’t see any use for grass, and I’ve still collected quite a lot).

I’ve reached the end of the Tacoma quests as well, apart from the Molotov cocktail one that keeps to just repeat. Is there an end to that, or is it just a quest line that’s turned into a commercial offer (with some training as payment)?

I have never finished Tacoma questline. The quest I was talking about is from… the doctor, I think? He want you to get some data from a lab, and that lab is always (as far as I can tell) the central Lab.

Thanks. That means the quest is locked up behind the blood analysis one.

Do already spawned items dissapear?

Not as far as I’ve seen, with the exception of “perishables”, such as excrement, corpses, and perishable food/drink. Things can be destroyed by being run over with a vehicle, and I guess they might be destroyed by fire (yes they can: I’ve gotten rid of butchery refuse by throwing it into a fire) and falling roofs (and, based on the description, there’s a monster that can destroy items as well). Returning to a (part of a) town you’d cleared out of zombies months earlier still have the streets littered by piles upon piles of junk.

Is the entrance in the exact center of the structure?

No, the top level below the entrance shaft is a set design and their are four places in roughly a 5x5 tile area in the center of the first floor where it can be

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I just had a brilliant idea but before I even start thinking about implementing it I want to ask: if an inner tile of a vehicle mounted on a bike rack becomes destroyed so the vehicle itself effectively splits into two vehicles, will it bug the heck out of the game when I try unmounting it from the rack?

So, I tested it. Turns out that if mounted vehicle gets split in 2 parts it still works as a single vehicle after you unmount it. Funny bug but it actually makes my idea more convenient contrary to the vehicle actually splitting in two.
So, an idea. Say, you have a deathmobile which has that nice spiked plating on its foremost row. It works fine but it gets worn down so you have to make repairs. It takes time, depending on how badly it was damaged, dozens of minutes. But what if you don’t want to waste that much time away from base? Solution: spare ramming part.
How does it work? Well, instead of the foremost row being an integral part of your vehicle, why not make it easily detachable? We have this awesome thing called bike rack now, so…

  1. install those onto all tiles of your new foremost row(former 2nd row) except two corner tiles;
  2. make a new vehicle: just one row of frames with spiked plating, and a ram on each end;
  3. jnstall it on those bike racks;
  4. at this point you’re probably thinking “what would be the point, it’s the same thing as if I just welded those frames onto the vehicle”. well, you’re right… or would be, except the next step is to make 2nd one and install it on the back of the vehicle using bike racks which you install there as well.
  5. PROFIT!!! Now you have 2 sets of things for your faithful deathmobile to smash zombies with! And it only takes seconds to swap them. Bonus point is, even if one has destroyed tiles it’s still working as a whole so you don’t have to worry about picking it up piece by piece.

Well, I actually have spiked plating both at the front and the back, so I can just drive forward, reverse, forward, reverse…
I don’t think I’ve seen the plating damaged by zombies, but they do take a little damage from running into shrubs, and can take a fair bit from buildings (the player’s driving skills aren’t up to the level of the character…).

However, I find it a clever trick. I’ve read about some kind of cutting things you mount on vehicles that detach when damaged enough, rather than get destroyed, but that just means they’ll get run over and destroyed instead. You could also dismount and do a short stint of melee fighting. The time you have to wait to recover your breath is about the same as the time it takes to patch up lightly damaged plating…

And my next question:
I’ve finally found a science lab with more than a single level (but no working centrifuges so far), but have to to back to the camp for repairs (damaged ANBC suit). However, one section is infested by fungal mycelium, with a “friendly” skeleton keeping any fungaloids in check (I hope), and the skeleton is too stupid to be able to open the doors. However, I want to check the section, including veirfiying that there’s nothing hidden behind, so how do I eradicate the infestation? I assume I can set it on fire, but fire in an enclosed space doesn’t sound like a good idea, even though I expect the game to contain both the fire and the smoke if the doors remain closed. I believe I have, and can make, fungicide, but I don’t think I can make any kind of sprayer, and so would have to go for bombs, which I assume would act similar to how insecticide bombs work (and I’ve tried those).

It just means you haven’t squished enough of them. And if you start playing bowling with hulks and 'nauts then the plating will start to get damaged fast.

Holy fire, brother. The only true way to exterminate xeno filth. Regular fire will work too, btw.
Also, don’t worry, lab doors between sections(OM tiles) are always steel, and they can hold fires and smoke indefinitely. The only thing is, you have to be nearby because fire is only processed while in RB. Bring some books, maybe? Or something to craft?

I don’t think I’ve been above 4 Kevlar hulks plus one or two skelejugs in one session.

Don’t really know if holy fire is a thing or a joke, though… I know from experience that fire requires RB (foraging near my burned “road” through the forest to get it to progress plus wood chopping, waiting for a disappointing office tower to stop burning (I didn’t start the fire) without finding that much in the ruins.
In addition to that, I don’t really need to wait the fire out, as it’s only a small bit, so it’s more a matter of principle. I believe I can kill the skeleton, loot the area, set fire to the fungal abomination, close the doors, and then continue with the rest of the facility, never to actually return (though I’d expect there might be a fair bit of activity in the RB, as the horizontal footprint isn’t that large, but there should be at least one and probably at least two levels further down). On the other hand, science labs aren’t as insanely cluttered as the micro variety.

If experimental z-levels are enabled, one can be a couple of levels above the fire. I had the same thing and fire took good care of it, also destroying most of the lot in that section, but I didn’t really care about it.

The bad thing is that, at least in my case, the fungi were there because there was a portal there and I think these portals can spawn some other nasty stuff.

I don’t think experimental Z levels are needed, as that’s for visibility and the ability to “interact” with critters at a different level (which failed miserably for me when I tried to get down stairs blocked by critters: arrows were fired “at” the critters but all were stopped by the stairs, and trying to use a spears reach function didn’t work either). I believe the RB is active vertically in 0.E2 stable (which is what I use).
I went through the small area and collected about two items before setting fire to it. However, it probably was a bad idea since I’ve got a hot room on the level below, plus some smoke there which I don’t know where it comes from if not the fire (no smoke zombie).
I believe the fungi were there because of a portal, but it’s the shimmering variant that doesn’t actually do anything beyond the initial “seed”, if I understand things correctly.

New question/complaint:
Background: It’s difficult to compare ranged weapons, apart from bows, because there’s no info on what damage they do. Sure, it’s ammo dependent, but the baseline ammo for the weapon ought to be used (as it is for bows). Magazines for the weapons is the same thing: you have to remove the bullets to see what damage they cause. Now, this is the good case. The bad one is where the “ammo” isn’t treated like ammo, but objects you’d bash things with, or doesn’t exist at all (in the case of laser weapons).

Question: How do I find out the damage profile (damage, penetration, etc.) of laser/plasma/hydrogen/rebar firing weapons?
I can make a Ferromagnetic Rail Rifle, as well as a Heavy Rail Rifle, and while the latter claims it destroys more or less anything I doubt that’s true, and it uses about twice the power of a laser rifle I’ve found, which wasn’t overwhelming either (a bit more damage than a rifle and didn’t set the fungi on fire, as advertised, with a much smaller “magazine” size than a rifle if the power comes the character’s bionics [expanded to the max it seems you could get about 40 shots out of bionics, but with a very slow “magazine replacement”]).

Laser rifle sucks. Laser weaponry in general suck donkey balls because its base damage is meh and it apparently does not ignore armor. Therefore, even “fatally dangerous” combat mechs cannot kill regular kevlar zombies with their “state-of-the-art” laser weaponry. Also, LR can set things on fire but the probability is very low so don’t count on it.
HRR, OTOH, is a beast. Granted, you need to make custom “bullets” for it but boy does it pack a punch. Skelejuggs and kevlar hulks go down in 3, max 4, shots, and pretty much everything else? Oneshot. The only (quite minor) problem is the missile leaves a trail of smoke so you may need to reposition 1-2 tiles in perpendicular direction to see your target. Well, and it guzzles electricity like crazy but considering the firepower you get? Totally worth it.
Although, I’d say if you need to deal with hordes, you’d be better off having a regular weapon to deal with easy targets (scar-L or something along those lines), and leave HRR for badasses. It takes quite a while to reload.
Oh, and also: don’t bother with ferromagnetic. Its magazine is only 1 “bullet” so you’ll waste too much time reloading it.

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Next question: What’s up with the nurse bots? The ones I’ve encountered have been completely useless, milling around uselessly (rather than helping with the autodoc), or attacking cyborgs to rip CMBs out of them (the one I saw was one of the few useful ones at that). The latest one goes hostile whenever my character draws near (he’s now got bionics installed), and while I can hack it to become friendly, it immediately reverts to hostile when again scanning and detecting CBMs. I expect I’ll have to “kill” it, which is weird.

(As an aside, I’ve FINALLY found a working centrifuge in the fourth science lab [or is it fifth?]. I would have done my blood analysis quest by now if I hadn’t left the kit in my other car… Well, that’s being corrected now).

you need to have the MD trait from a profession and a dr. badge and than the ones that would otherwise ignore you will make installing cbms at the nearest autodoc easier (you don’t need to interact with the nurse bot it will just do this and the text when using the autodoc will be different) and “the blood analysis quest” marks a hospital on your map that will have a centrifuge

Useful to know that nurse bots can actually be useful.

Yes, a hospital was marked. The centrifuge in that one was smashed to the point that there was nothing indicating it had been a centrifuge, while the one in the next hospital still had a working console, but the centrifuge itself was smashed. Since the zombie armies in hospitals seem to prioritize smashing the place up rather than attacking the player I’ve turned to science labs for a centrifuge (and the other known hospitals are quire far away as well).

the problem is that to use the bots at all you need a profession trait and to find a doctor badge (not that rare but may be a bit inconvenient) as they don’t start with one

There are two kinds of nurse bots; “corrupted” nurse bots that will always try to yank out CBMs from the player/npcs even if you hack them to be friendly, and “good” nurse bots that will preform a checkup on you and assist you with installing CBMs if you are wearing a doctor badge (you don’t need the MD trait from starting as a medical profession).

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Further problem with the Refugee camp medical quest line:
After finally finding a working centrifuge and analyzed a blood sample, I returned with the data and received a new quest. That quest led to the lab I just came from and points to a library tile within the lab. I’m supposed to download data from a workstation there, but the only working workstation in that tile is the one that unlocks the library, and it only allows the command to unlock the already unlocked doors.

Does the fact that I’ve already been to the lab’s library prevent the quest terminal from spawning there? If that’s the case, I believe I’ve read that you can reset a tile by deleting the save game data for that tile while away from it and then return to get it to be generated anew (with, I would guess, the terminal in it), but I’m definitely not clear on the steps to do so, neither in how to identify the file(s)/folder(s) to be deleted nor which one(s) to remove.

Edit:
Nope. Removing the maps\5.8.-2 folder resulted in new stuff being generated at the target location, but no terminal (5.8 was determined by saving the game and noting which folders the game modified while my character was present, and -2 is the level at which the terminal is supposed to be located). I’ve tried it both by just going to the level below and by moving away a bit on the surface to get out of the reality bubble, but no terminal is spawned in either case.