Is there any particular reason my survivor utility belt never counts towards construction, deconstruction, and vehicle modification with it’s tool qualities? It’s really annoying to be wearing a hacksaw but always need to go grab one to do anything.
try using a tool belt instead of the utility belt? its weird because it seems like the utility belt itself has all of the various ‘properties’ of the tools you’d put into it… like you’re gonna take off the belt and use it as a whip to hammer something.
Edit: the survivor utility belt may have more volume and such, but two regular old tool belts should cover about the same and weigh slightly less.
The utility belt is built with a full set of tools as it’s recipe so it indeed should have all those traits and fully functional to boot.
I have two questions. First is, why can’t I wear boots over the faraday chainmail suit? I am looking through flags for armor but while there is a HELMET_COMPAT flag there is no BOOT_COMPAT to edit the chainmail with. Is there a way to wear boots over a faraday chainmail suit?
Second is, how exactly does one set up a wallet so it’s any amount of useful? I understand it’s supposed to be a nested container for all the cards you pick up, but it has room for really not enough and I can’t get the pocket autopickup settings to end with my character actually automatically putting the cards in. I’m on Experimental if it’s a bug.
pretty much anything that covers your feet is considered a ‘shoe’, and you can only wear one pair of footwear, of any type, and the faraday suit covers foot_l and foor_r (and not skintight, like socks)
Edit: also i just grab the good contents of a wallet and chuck it first chance i get… never really thought about holding onto it
Editedit: perhaps you’re having issues with the autopickup because the things you want to auto pick up are themselves nested in an object? i.e. you want to autopickup every cash card, but all the cash cards are in wallets… so you’d really have to autopickup every wallet
I understand the game logic side of it, I was just wondering if there is a way to circumvent it in a situation where it would make sense to be able to wear actual footwear with the suit.
I’ll try removing the faraday cage foot_l/foot_r flags. That should work unless electric attacks attack all body parts evenly.
And yeah, as it stands just unloading every single wallet you see is more busywork that autopickup cards used to be, plus all the cash clutter on top. Worst part is, I can’t get my own wallet to hold more than 10 cards or insert the cards automatically upon pickup into it. I love the concept but I feel like I’m not doing something right.
rather than removing the foot flags, just add the skintight flag.
The thing is, I’d very much prefer not auto picking up every wallet. I am up to my neck in wallets as is and they consume much, much more space than just the card alone.
I’d do that if I could do it for the foot parts of the outfit only, but practically speaking, wearing chainmail close to skin sounds horrible and brings up more layer conflicts than it solves. I could just mod the faraday chainmail to be everything but feet, and make faraday chainmail “socks”/skintight item for the feet (even though, technically, the chainmail should probably go over all the footwear.)
I’m not sure who this will help but I know when I was a baby noob I would always have trouble with locked metal doors and look at the forums only to be suggested a rare and barely refuelable tool, the dreaded acetylene torch… Today I bring you a cheap solution to a common problem, the jackhammer! I’ve never met anything it cant destroy, cheap gas fuel, truly a godsend!
slowly hides improvised lockpicks
Metal doors can be tough. Jackhammers, acetalyn torches, or a heavy sledge with 18 strength. I like the sledge as it’s the only one that doesn’t need fuel, gotta be one hell of a beefcake for it though. Luckily my current character is, makes getting through tower labs sooooo much cheaper resource wise.
I’m trying to do deserted island challenge and I am not sure if escaping these islands is even possible… (don’t taking into account prespawned boats and swimming butt-naked):
- How can I make an oars without nails? Is there other option to make raft move? (sails are little… too expensive) Edit: Now i checked that sails also need nails…
- Is there other option to make enough ropes for raft on island except for making it from straw (grass) and plant fiber (cattails)?
- And the least important question - can I do sth with first aid kit container? (don’t know if throw it into fire)
If you dont have anything metal nearby to scrap for nails then you can always just swim off… with no skill in swimming you’ll get a fair few map tiles, with at least 3 you’ll be fine swimming anywhere you wanna go.
Edit: if you wanted to get crazy with it you could go digging under the water.
What crazy mod(s) are you using? Locked metal doors are impervious to any lockpicking equipment in vanilla, aftershock and magiclysm…
Depends on the kind of metal door you’re talking about. The kind that gun shops have that cannot be pried but otherwise act like a normal door are pickable. The kind that are normally opened by computers… not so much.
- Shane
All the important ones are. However, at least some silos have metal door that actually can be lock picked, at least in 0.E2 stable (on the type of farm that has a house partially surrounded by farm plots opposite of a barn with farm plots beside it on one side and a pasture on the other. The pair of silos are located by the barn/farm plots opposite the house).
Edit:
And Acolyte mentioned another useful example while I typed.
if i cant lockpick it, i break out the pickaxe and hacksaw =)
pickaxe maybe, but how do you open LMDs with a hacksaw?
you break the wall, usually on reinforced buildings the wall has rebar in it, which is what you need the hacksaw for.
well, if we’re expanding from the ways of only directly opening those doors to all the ways one can circumvent them, there’s another one: dig under it.