Yes, it can be found in shrubberies anytime outside of winter. I usually wind up with more than I can find a use for.
Who need tractors when you have slavesehm, NPCs.
Firstly, I can’t build the Farm base expansion because it seems to be capped at 6 (while the descriptions given in game indicates you should be able to build 8), and I left the Farm as the last one since it’s too late in the year to plant anything anyway, so even if the Farm would allow you to use companions for agriculture (which I don’t know), that path is blocked.
Secondly, you need to do quite a lot of farming if you plan to fill the base camp calorie pool for companions with it, so the base camp area won’t be enough, at least not if only one or two sections were used for farming.
You can use any existing farm fields, just set farming zones and a supply zone, then tell NPCs to do their farming job. Read a book while they work, then forget about the fields till it’s next season, then return and gather the crops.
Ah, thanks. I’ll probably use the tractor for tilling anyway, both because I’ve already converted it to solar power and modified it to till four rows paired rather than 3 single rows, and because it’s probably faster than waiting for the companions to do the work manually (and I’m out of skill books).
Well, that was an anticlimax…
I’ve slogged through the central lab due to a bugged Refugee Camp quest (that spawned a terminal right outside the door of the camp, which I used after trying to do things “properly”), finding not trace of a “real” terminal anywhere in the lab. The second to last level (it turned out) had a serious case of Shoggoth infestation: although I’m not sure of the exact number, it was more than 10 and most probably less than 20. After spending days exterminating them one at a time (running out of power and ammo for the Heavy Rail Rifle, a great weapon), I eventually cleared them out, descended to the next level via the two staircases, and found:
- One section with nothing of note.
- One section with both a serum and a bionics stash, both controlled by the same terminal. However, both contained standard, common stuff.
Neither section leads anywhere else.
It can be mentioned that the access to the lab was described as being through some normal building, which is not the case. There’s a rail access with a track that doesn’t reach anything for the 60 tiles the rail terminal provides info about, and there’s a manhole behind a tree, with three of the other adjacent tiles also covered by trees on a forest tile (luckily next to an accessible plain). Needless to say, I didn’t find that manhole, but had to dig myself in to the lab, and discovered the manhole only from the inside.
Edit:
Another question (rather than a rant). I’m playing 0.E2 stable.
- What’s the logic for the appearance of animal young?
- As far as I can see, birds stopped laying eggs sometime (probably early autumn), with the exception for chicken, which keep going (I’m at late autumn).
- Giant roaches started becoming pregnant and spawn nymphs when killed (in addition to laying eggs), probably during the latter half of summer.
- I’ve seen a small number of kitten in autumn, but no other mammal young. As far as I understand, you can only tame piglets, not adults.
- I’ve seen roe in the water. Does it work like eggs, i.e. is it possible to pick it up and move it to another body of water to seed that water with that species of fish?
It would make sense for the big mammals (horse, cow, sheep) to give birth in spring, as that’s the typical cycle. Smaller ones, like pigs, cats, and dogs can provide multiple litters over a year, however, even if they might hold off breeding during the colder parts of the year.
What is the state of the weariness system? Is it reasonable now or are there still some serious bugs and imbalances?
I’m a fairly new player, so I don’t know what the state was. As far as I’ve seen it mostly makes sense. You get tired by being awake, but more so if you perform strenuous activities. You get tired from being sick (at least from a cold).
The part that doesn’t make sense is that it’s as much work and time to use a chain saw to cut a tree as using an axe. I think it boils down to the system being unable to adjust time and effort based on the tools, unless you make several different recipes (you can see that for cooking: the recipe to make flour with mortar and pestle takes an enormous amount of time, while the one using a quern just takes a lot of time).
In a tangential issue, there seems to be some wonkiness involved with mining, as during the days I spent digging a tunnel my character got thirsty a lot, but ate much less than on a normal day, but got tired.
Purifying a pile of mutations resulted in a huge pain as well as immense weariness that took some time to get rid off: the character woke up tired in the morning (despite wearing blinds, so there wasn’t any external stimulus). It turned out to be a great day to install bionics, as that involves a lot of “sleeping”…
I think it’s still possible to kill the character by using stimulants to keep away for a very long time and then starve/dehydrate to death during sleep when you stop using stimulants, but I haven’t tried.
Finally, a question of my own:
Is there any way to avoid being affected by “ratting”? My encounter with a rat king resulted in lots of mutations, at least two, and probably 3 layers deep (hence the purifying experience above).
I don’t know from experience but I gather from slightly dated sources there are 2 pathways.
A> Keep your distance (at least 10 range).
B> If you get affected, kill the source quickly to put an end to the effect quickly.
A. Well, it’s hard to keep the distance when you’re swamped by rats standing by the stairs. You can retreat up, but then you can never get down again, as there’s always a rat there (If it had been possible to return I would have fetched the flame thrower and/or BFG, but I’d saved while down there). I’m not even sure the range description is correct, as I suspect it was able to affect my character while out of sight, so I didn’t even know it was on that level (after all, the bugger ordered my character to leave etc. while clearing the first level as well).
B. Killing the bugger requires attacking it over the rat swarm, and while being successful with that without blowing yourself up stops the bugger from affecting you further, the description is badly misleading in that it might stop the stat effects described (which I never saw), but the rapid fire mutations stay.
Unless it had been changed recently, yes, it can affect you outside of LoS, and no, you can’t remove ratting mutations with anything except purifiers. Considering the rat king drops jack shit, it is one of the most worthless and disappointing encounters in the whole game.
The rat king itself had nothing of value, but there was an inactive laser turret there (which is an item of dubious value, if I understand it correctly).
I agree that encounter is extremely underwhelming, given that you get nothing in return, and suffer rather significant, unavoidable penalties from it. It was my first encounter, and it will probably the the last one I’ll care to explore (the top level was good for improving dodge to level 6, though).
Question about solar panels and storage batteries:
Does damage affect their efficiency? I’ve noted that damaged engines (not to be mixed up with faulty) tend to engines tend to fail to move vehicles “because they’re too heavy”, while repairing them causes the engine to work as intended. Also, it’s obvious that leaking batteries are bad, so in the case of batteries the question is about damage less than that amount of damage.
What it boils down to is whether I should just use them in the shape they happen to be in, or if it’s better to repair the solar panels and recycle the batteries. Since solar panel repair and battery recycling use limited resources I wouldn’t bother on stationary “vehicles” if it doesn’t matter.
Some vehicles spawn with draining batteries, so I guess if they are damaged over some threshold they start losing charge. IIRC damaged solar panels just produce less energy.
I’ve had issues with items not being available for crafting even though I thought they should be in range, so I’ve done a little experimentation (standing in my designated crafting spot with a piece of barley placed at various places and they checking if “bird food” becomes available for crafting).
As far as I can tell there’s a 6 step range for an item to become available, as opposed to a 6 tile distance, as I thought. Thus, having the path blocked by minifreezers (in my case) reduced the distance reached as I’d have to walk around them, but diagonals seem to be counted as one tile (with diagonal pathing costs enabled). While I haven’t tried to see what happens with a table (which can be traversed, but at a movement cost) I expect they’d be counted as tiles available for pathing.
Visibility does not seem to be a factor in crafting availability: I can craft my bird food even when darkness makes it impossible to see the material, and the same goes for items outside my (topside) Craftmobile where walls block visibility, but I still can walk around to reach the items in 6 steps.
Maximizing storage within crafting distance thus seems to involve placing warehouse shelves in a checkerboard pattern, with unbroken outer lines, "sacrificing " space for things like freezers, workbench, kitchen, FOODCO kitchen buddy, chemistry lab, electric forge, electric kiln, and welding rig, plus autoclave, washing machine, and dishwasher if you don’t want to build two vehicles (or 3, if you separate cooking from other crafting). A bookcase for books with recipes is a luxury, as you can store books on/under vehicle sections (i.e. on the ground).
Anything you can reach within 5 spaces of movement (6 total spaces) is valid. Line of sight is not necessary (so furniture that hides items can still be used). Closed Doors/Windows WILL block/break access. Been this way for quite awhile now.
I did not expect it to be new to experienced players, but it’s something I haven’t found when I’ve looked for it.
For people who play with magiclysm,
I’ve always found +1 weapons in goblin encampments, dropped by goblin chiefs, but do you know where to find +2 weapons?
I haven’t seen lizard people more than one odd instance, really haven’t seen any settlements or dragons for that manner either, the only real magiclysm mob that I’ve encountered are goblins.
If someone could give me a tip on where to fully experience the mod and/or fight some new interesting enemies that’d be great.
Also can anyone tell me if I can diamond coat and add vorpal to a +2 weapon or if it’s not possible.
idk about +2 weapons but I’ve found a dragon lair under lizard people settlement, which was shown as a 2x2 “regular” forest on overmap.
Diamond coating can be applied to a melee weapon (again, not sure if enchanted weapons could be coated) using CVD machine which is one of possibilities for a lab finale.
Also, look for forest tiles that are grey instead of green, those are usually lairs of some nasty creatures (like, real nasty. worse that shoggoth).
According to some description for the CVD machine I found somewhere, the criterion for whether you can apply diamond on an item is whether it does any cutting damage, not whether it’s classified as a (melee) weapon or not. Note that I have no experience of it myself, so apologies if I propagate incorrect info.